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Premiere 

U.SA.  $195 

Canada  $4.50 


iii 


C.wutiiiud,. 


M     I   I 


6594B' 


Meet  Amiga's  First  Family 

A  family  of  powerful  peripherals  by  Tecmar 


Add  a  powerful  1MB  multifunction  expansion  module,  20MB  hard  disk,  20MB  tape 
backup,  and  2400  baud  Hayes®   compatible  modem.  Expand  your  processing,  filing, 
and  communications  with  our  peripheral  family.  They're  ready  for  you  now.  Great 
products.  Great  support.  Great  prices.  Check  us  out  at  your  nearest  Amiga  dealer. 
The  best  can  be  yours! 


Multifunction  Expansion  Module 

T-card'"  snaps  on  your  Amiga  to  give  you  memory  up  to  1MB, 
clock/calendar  with  standby  battery,  serial  port,  parallel  or  SASI 
port,  buffered  bus  expansion  port,  and  built-in  power  supply. 
Power  peripherals  don't  get  any  better.  T-card  is  awesome! 


20MB  Hard  Disk 

T-disk™  sits  on  your  Amiga  taking  no  valuable  desk  space  to 
provide  almost  unlimited  file  capacity.  Inside  its  sleek  package, 
T-disk  houses  a  3V4  inch  hard  disk  with  controller.  A  shielded' 
cable  connects  T-disk  to  T-card's  SASI  port.  Lights  show  you  the 
disk's  power,  select,  and  write  status.  T-disk  is  simple,  powerful, 
and  best  of  all  —  low  cost. 


20MB  Tape  Backup 

When  you  move  beyond  floppies  to  Tecmar's  powerful  20MB  T- 
disk,  you'll  want  a  fast,  reliable  tape  backup  system.  T-tape" 
backs  up  T-disk's  20MB's  in  just  a  few  minutes.  And,  if  power  loss 
or  operator  error  accidently  erases  your  most  treasured  data, 
you  get  selective  file  restoration:  T-tape's  handsome  package 
interlocks  with  T-disk.  Lights  show  track  number  and  tape 
direction  plus  read,  write,  door,  and  power  status.  T-tape  is  truly 
state-of-the-art  with  a  unique  single  reel  cartridge,  exceptional 
performance,  and  a  very  low  price. 


2400  Baud  Modem 

T-modem™  brings  fast  and  simple  communications  to  your 
Amiga.  Hayes  compatibility  with  selectable  300,  1200  and  2400 
baud  rates  makes  the  world  a  little  smaller  and  a  lot  easier  to  talk 
to.  T-modem  provides  tone  decoding,  off-hook  detection,  and 
interface  1o  Amiga's  audio  circuits.  The  high-styled  package 
interlocks  with  T-disk  and  T-tape  to  make  a  single  unit. 


Hayes  is  a  registered  trademark  o!  Hayes  Microcomputer  Products  Amiga  is  a  trademark  of 
Commodore/Amiga,  Inc  T-disk.  T-lape.  and  T-modein  are  trademarks  of  Tecmar,  Inc  '1985 
Tecmar.  Inc  All  rights  reserved 


Call  us  at  216/349-1009  for  the  location  of  the  dealer  nearest  you. 


■  iGcm3,r 

THE  POWER  BEHIND  THE  PC 


6225  Cochran  Road  Solon,  Ohio  44139 


Circle  5  on  Reader  Setvice  card. 


AMIGA 


» 


Volume  1,  Number  1,  Premiere  1985 


Features 


14      A  First  Look  at  the  Amiga 

By  Margaret  Morabito 

Margaret  Morabito  answers  the  ques- 
lion  "Jusl  what  is  an  Amiga,  anyway?"  in 

this  comprehensive  article  that  outlines 
the  many  features  of  the  Amiga,  giving 
you  an  overview  of  this  remarkable 
new  computer, 

36      What  If.  .  . 

By  Guy  Wright 

The  Amiga  is  going  to  open  new 
worlds  of  computer  wonder — it  is  just  a 
matter  of  time  before  the  Amiga  turns 
"what  if"  into  "what  is." 

44      Amazing  Graphics 

Sit  back,  strap  yourself  in  and  prepare  to 
be  dazzled!  This  graphics  spread  will  show 
vou  jnsi  some  of  the  Amiga's  graphics 
capabilities.  It's  a  visual  banquet  that  will 
leave  vou  craving  for  more. 


2  Premiere  19S5 


■        Articles 

5  b      Stimulating  Simulations: 

Electronic  Arts  Gets  Involved 
with  the  Amiga 

By  Jim  Forbes 

A  look  inside  Electronic  Arts,  a 
renowned  software  developer  with 
plenty  of  creative  talent  and  vision, 
plus  a  chat  with  companv  president 
Trip  Hawkins. 

Sounds  Like 

By  Guy  Wright 

This  article  will  play  for  you  the  open- 
ing bars  of  an  Amiga  symphony  that 
should  bring  down  the  house. 

A  Peek  at  the  68000 
By  Brian  Epstein 

This  article  takes  a  look  at  the  heart  of 
the  Amiga  computer — the  Motorola 
68000  chip, 

0 1      The  Amiga  as  a  Teaching  Tool 

By  Guy  Wright 

The  Amiga  will  enhance  and  enliven 
the  learning  process  for  a  new  genera- 
tion of  students — and  not  just  in  the 
classroom. 


72 


76 


86 


90 


96 


Avision 

PublishSf  Stephen  Twombly  '< 
the  gerisis  of  AmigaWbrld.    JK 

Zeitgeist ' 

Hello,  tlw*HSjiayp«ftlitor  speaklrgRSBEE 

thoughts  on  a  new  world  of  computing. 

Amiga  Solutions 

AmigaWbrUCs  resident  doubting  Thomas 
gets  his  first  look  at  the  new  machine. 


Departments 


Digital  Canvas 

Amiga  artist  jack  Haeger  shows  what 
can  be  done  with  an  Amiga,  a  mouse 
and  a  lot  of  creative  talent. 

Help  Key 

Questions  about  the  Amiga,  answered 
by  the  experts. 

List  of  Software 

Software  packages  available  (and  some 
to  be  released  soon)  for  the  Amiga. 

Coming  Next  Issue 


AmigaWorld  3 


AMIGA 


Volume  1,  Number  1,  Premiere  1985 


Publisher 
Stephen  Twombly 

Editor-in-Chief 
Guy  Wright 

Managing  Editor 
Shawn  Lafiamme 

Assistant  Editor 

Vinoy  Laugh ner 

Associate  Editor 

Swain  Pratt 

Contributing  Editors 

Marilyn  Annucci,  Harold  Bjornsen, 

Dennis  Brisson,  Margaret  Morabito, 

Susan  Tanona 

Advertising  Sales  Manager 

Stephen  Robbins 
Sales  Representative 
Ken  Blakeman 
Ad  Coordinator 
Heather  Paquette 
1-800-441-4403 
Marketing  Coordinator 
Wendie  Haines 
West  Coast  Sales 
Giorgio  Saluti,  manager 
1415-328-3470 
1060  Marsh  Road 
Menlo  Park,  CA  94025 


BE 
Cover 

Design:  Glenn  A.  Suokko 
Photography:  Edjudice 

Design  <  ionsultant:  Christine  Di  \trempes 
Separation:  Ultra  Scan 
Priming:  Brimtn  Printing 


4  Premiere  1985 


Chairman 
James  S.  Povec 

President 

Debra  Wetherbee 

Vice-President/Finance 

Roger  Murphy 

Assistant  General  Manager 

Matt  Smith 

Assistant  To  VP/Finance 

Dominique  Smith 

Executive  Creative  Director 

Christine  Destrempes 

Director  of  Circulation 

William  P.  Howard 

Circulation  Manager 

Frank  S.  Smith 

Direct  &  Newsstand  Sales  Manager 

Raino  Wirein 

800-343-0728 

Director  of  Credit  Sales  &  Collections 

William  M.  Boyer 

Art  Director 
Glenn  A.  Suokko 
Editorial  Design 
Glenn  A.  Suokko 
Production/Advertising  Supervisor 
Rosalyn  Scribner 
Graphic  Design  Assistants 
Anne  Dillon,  Karla  Whitney 

Graphic  Services  Manager 
Dennis  Christensen 
Film  Preparation  Supervisor 
Robert  M.  Villeneuve 
Typesetting  Supervisor 
Linda  P.  Canale 

Manufacturing  Manager 
Susan  Gross 


AmigaWorld  (ISSN  0883-2390)  is  an  independent 
journal  not  connected  with  Commodore  Business 
Machines,  Inc.  AmigaWbrld  is  published  bimonthly 
by   C\V   Communications/Peterborough,    Inc.,   80 

Pine  St.,  Peterborough.  Ml  03458.  U.S.  subscription 
rale  is  SI 9.97.  one  year.  Canada  and  Mexico  S22.97, 
one  year.  U.S.  funds  drawn  on  U.S.  bank  only. 
Foreign  Surface  539.97.  Foreign  Air  Mail  S74.97. 
U.S.  funds  drawn  on  U.S.  bank.  Second  class  postage 
pending  al  Peterborough,  NH.  and  at  additional 
mailing  offices.  Phone:  603-924-9471.  Entire  con- 
tents copyright  1985  by  CVV  Communications/Pe- 
terborough. Inc.  No  part  of  this  publication  may 
be  printed  or  otherwise  reproduced  without  written 
permission  from  tin-  publisher.  Postmaster:  Send  ad- 
dress changes  to  AmigaWorld.  Subscription  Seniles. 
PO  Box  954,  Famtingdalc,  NY  1 17:5").  Nationally  dis- 
tributed bv  International  Circulation  Distributors. 
AmigaWorld  makes  every  effort  to  assure  the  accuracy 
of  articles,  listings  and  circuits  published  in  the  mag- 
azine. AmigaWorld  assumes  no  responsibility  for  dam- 
ages due  to  errors  or  omissions. 

AmigaWorld  is  a  member  ol  the  C\V  Comutuuica- 
lions/I nc.  group,  the  world's  largest  publisher  of 
computer-related  information.  The  group  pub- 
lishes 57  computer  publications  in  more  than  20 
major  countries.  Nine  million  people  read  one  or 
more  of  the  group's  publications  each  month.  Mem- 
bers of  the  group  include:  Argentina's  Computer- 
world/Argentina;  Asia's  The  Asian  Computerworld: 
Australia's  Computerworld  Australia.  Australian  1'C. 
World.  Macworld  and  Directories;  Bra/i I' s  Da tti.Xnes  an d 
MicroMundo:  China's  Chirm  Computerworld;  Den- 
mark's CompulerworlaVDanmark.  PC  World  and  HI'S 
(Commodore);  Finland's  Mikrtr,  France's  1/  Monde 
Informatiqtte,  Golden  (Apple).  OPC  (IBM)  and  Distrib- 
utique;  Genua nv's  Cotnputeneoche,  Microcompttterweti, 
PC  Welt,  SaftwareMarkt,  CAY  Edition/Seminar.  Computer 
Business, RUN  and  Apple's;  Italy's  Computerworld  Italia 
and  PC  Magazinr.  Japan's  Cvmputerworld japan;  Mex- 
ico's Computerworld/Mexico  and  CompuMundo;  The 
Netlterlatid's  CompuUrWjrld  Benelux  and  I'C  World 
Benelux:  Norway's  Computerworld Norge,  PC  World  and 
RUX  (Commodore);  Saudi  Arabia's  Saudi  Comput- 
erworld; Spain's  CompulenenrldJEspaha.  Miirosistemas/ 
I'C.  World  and  Commodore  World;  Sweden's 
ComputerSweden,  Mikrmtntorn.  and  Svenska  PC;  the 
UK's  Computer  Management.  Computer  News,  PC  Bust- 
ness  World  and  Computer  Business  Europe:  the  U.S.' 
AmigaWorld,  Computeru'orld.  Focus  Publications.,  HOT 
CoCa,  inCider.  InfoWorld.  Mac  World.  Micro  Mw 'krlworld. 
On  Communications.  PC  World,  RUN,  73  Magazine.  SO 
Micro:  Venezuela's  Computerworld  Venezuela. 

Manuscripts:  Contributions  in  the  form  ol  manu- 
scripts with  drawings  and/or  photographs  are  wel- 
come and  will  be  considered  for  possible 
publication.  AmigaWinld  assumes  no  responsibility 
for  loss  or  damage  to  any  material.  Please  enclose 
a  self-addressed,  stamped  envelope  with  each  sub- 
mission. Payment  for  the  use  of  any  unsolicited 
material  will  be  made  upon  acceptance.  All  contri- 
butions and  editorial  correspondence  (typed  and 
double-spaced,  please)  should  be-  directed  to 
AmigaWorld  Editorial  Offices.  80  Pine  Street.  Peter- 
borough, NH  03458;  telephone:  603-924-9471.  Ad- 
vertising Inquiries  should  be  directed  to 
Advertising  Offices.  CVV  Communications/Peter- 
borough, Inc..  Klin  Street,  Peterborough.  Nil  03458; 
telephone:  800-441-4403.  Subscription  problems  or 
address  changes:  Call  1-800-344-0015  ot  write  to 
AmigaWorld.  Subscription  Department.  PO  Box  868, 
Farmingdaie,  NY  1  I  7:57,  Problems  with  advertisers: 
Send  a  description  of  the  problem  and  your  current 
address  to:  AmigaWorld,  Kim  Street.  Peterborough. 
Nl!  03458.  ATTN.:  Rita  H.  Rivard,  Customer  Service 
Manager,  or  call  I -81)0-44 1-4403. 


Circle  3  on  Reader  Service  card. 


Amiga  knocked 
our  socks  off. 


Security  is  important  in  our  business.  So  writ 
ing  the  tutorial  program  for  the  new  Commodore 
Amiga  was  a  special  challenge. 

We  couldn't  tell  anyone  about 
Amiga  graphics.  Amiga  stereo 
sound.  Amiga  power. 
Amiga  speed, 

We  couldn't  even  say 
the  word  Amiga  to  our 
closest  friends. 

Now  we  can  officially 


welcome  Amiga.  And  greet  the  readers  of 
AmigaWorld.The  only  remaining  secret  concerns 
the  new  software  we're  about  to  introduce  for 
Amiga.  Mindscape's  Keyboard  Cadet™  and 
The  Halley  Project™  are  coming  soon. 
So  hold  on  to  your  socks. 
•^   And  your  hat, 


Mindscape 

ftware  that  challenges  the  J.  mind. 


Mindscape,  Inc.,  3444  Dundee  Rd.,  North  brook,  IL  60062 

\<rugn  is  a  registered  trademark  of  Commodore  Business  Machines.  Keyboard  Cadet  and  The  Halley  Project  are  trademarks  of  Mindscape,  Inc.  ©1985  Mindscape.  Inc.  All  Rights  Reserved. 


A  message  from  a  leading  software  publisher. 


Why  Electronic  Arts 


5 


;  Committed  to  the  Amiga. 


In  our  first  two  years,  Electronic  Arts  has  emerged  as  a  leader  of 
the  home  software  business.  We  have  won  the  most  product  quality 
.  awards— over  60.  We  have  placed  the  most  Billboard  Top  20 
titles— 12.  We  have  also  been  consistently  profitable  in  an  industry 
beset  by  losses  and  disappointments. 

Why,  then,  is  Electronic  Arts  banking  its  hard  won  gains  on  an 
unproven  new  computer  like  the  Amiga? 

The  Vision  of  Electronic  Arts. 

We  believe  that  one  day  soon  the  home  computer  will  be  as  important 
as  radio,  stereo  and  television  are  today. 

These  electronic  marvels  are  significant  because  they  bring  faraway 
places  and  experiences  right  into  your  home.  Today,  from  your  living 
room  you  can  watch  a  championship  basketball  game,  see  Christopher 
Columbus  sail  to  the  New  World,  or  watch  a  futuristic  spaceship 
battle. 

The  computer  promises  to  let  you  do  much  more.  Because  it  is 
interactive  you  get  to  participate.  For  example,  you  can  play  in  that 
basketball  game  instead  of  just  watching.  You  ran  actually  be  Christopher 
Columbus  and  feel  firsthand  what  he  felt  when  he  sighted  the  New 
World.  And  you  can  step  inside  the  cockpit  of  your  own  spaceship. 

But  so  far,  the  computers  promise  has  beer,  hard  to  see.  Software 


has  been  severely  limited  by  the  abstract,  blocky  shapes  and  rinky- 
dink  sound  reproduction  of  most  home  computers.  Only  a  handful 
of  pioneers  have  been  able  to  appreciate  the  possibilities.  But  then, 
popular  opinion  once  held  that  television  was  only  useful  for 
civil  defense  communications. 

A  Promise  of  Artistry. 

The  Amiga  is  advancing  our  medium  on  all  fronts.  For  the  first  time, 
a  personal  computer  is  providing  the  visual  and  aural  quality  our 
sophisticated  eyes  and  ears  demand.  Compared  to  the  Amiga,  using 
some  other  home  computers  is  like  watching  black  and  white  television 
with  the  sound  turned  off. 

The  first  Amiga  software  products  from  Electronic  Arts  are  near 
completion.  We  suspect  you'll  be  hearing  a  lot  about  them.  Some 
of  them  are  games  like  you've  never  seen  before,  that  get  more  out 
of  a  computer  than  other  games  ever  have.  Others  are  harder  to 
categorize,  and  we  like  that. 

For  the  first  time,  software  developers 
have  the  tools  they  need  to  fulfill  the 
promise  of  home  computing. 

Two  years  ago,  we  said,  "We  See 
Farther'  Now  Farther  is  here. 


ELECTRONIC  ARTS'" 


Dr  J  and  Larry  Bird  Go  One-On-One 

The  number  one  software  sports  game 
of  all  rime.  Shoot  as  accurately  as  Larry 

Bird,  slam  dunk  like  the  Doctor,  while 

you're  cheered  on  by  the  victory  chants 

of  the  Boston  Garden  crowd. 


Skyfox"1 

Get  in  the  spaceship  arid  fly  Out  your 

window  or  on  your  radar  screen  you 

have  but  split-seconds  to  appreciate  the 

fierce  beauty  of  enemy  jets  and  tanks. 


Seven  Cities  of  Gold '" 
Be  Christopher  Columbus  and  discover 

the  New  World.  Leant  history  and 
Kcography  or  generate  your  own  random 

new  worlds  to  explore. 


Archon 

A  new  kind  of  computerized  board  game, 

like  chess  with  wizards  and  dragons  for 

pieces.  Rut  when  (MW  lands  on  another, 

they  have  to  fight  a  white-knuckled 

action  battle. 


DELUXE  VIDEO 

CONSTRUCTION  SET 


rm 


Deluxe  Video  Construction  Set*" 

Be  your  own  video  director  for  business 

presentations  or  just  for  fun.  Set  up 

special  effects^  animated  computer 

graphics,  sound  effects  and  rides  —  even 

record  them  to  videotape  for  use 

with  a  VCR 


Arcticfcx™ 

Vbu  Command  the  advanced  and  deadly 

tank  of  the  future  -  the  Arctkfox.  A 

first  person  tank  combat  game  with  all 

the  stunning  graphics  and  sound  of  the 

ben  3-D  simulations, 


Return  to  Adaruis1" 

Play  Indiana  Cousieau.  oceanic  hero,  in 

this  three  dimensional  simulation  under 

the  seven  seas. 


Marble  Madness™ 
Bar  the  first  time,  the  home  version  of 

a  coin-op  aTcade  game  is  just  as  good 

as.  the  original.  Same  graphics.  Same 

sound  And  you  can  play  it  in  your 

bathrobe. 


For  detail*  about  availability  see  yuur  Amiga  uftware  dealer  nr  call  us  at  |4i5|  572-ARTS.  Rir  a  pjoJuct  catalog  send  $.50  and  a  stamped.  setf-addreswd  envelope  to;  Electronic  Arts.  Amtpi  Catalog  Offer.  17SS  Campus 
Drive.  San  M«eo.  CA  94403  Amiga  is  a  Trademark  of  Commodate  Business  Machines  Skytox.  Seven  Cities  of  Cold.  Delude  Video  Construction  Set,  Aretirio*.  Return  to  Atlantis  and  Electronic  Arts  ate  trademarks 
of  Electronic  Am   Marble  Madness  is  a  trademark  of  Atari  Games,  fnc 


Circle  2  on  Header  Service  card. 


By  Steve  Twombly 

In  December  of  1984,  I  had 
my  first  look  at  an  Amiga  proto- 
type at  the  company's  headquar- 
ters in  Los  Gatos,  CA.  Although 
the  Amiga  was  still  unfinished,  1 
was  given  a  demonstration  of  its 
sound  and  graphics  capabilities. 
I  was  overwhelmed.  When  I 
learned  what  features  were  yet 
to  come  for  business  users  and 
what  this  new  machine  would 
retail  for,  I  was  convinced  it 
would  be  the  most  advanced  mi- 
crocomputer to  come  on  the 
market  in  1985  and  1986. 

The  developers  at  Amiga  had 
been  working  on  this  new  micro 
for  more  than  two  years  before 
I  saw  the  prototype.  They  had 
been  propelled  by  a  vision  that 
a  supermicro  could  be  built  and 
delivered  in  high  volume  at  an 
unprecedented  low  price.  They 
wanted  to  create  a  supermicro 
that  would  fully  exploit  the  ca- 
pabilities of  Motorola's  68000 
microprocessor  and  stim- 
ulate the  consumer  market- 
place. The  Amiga  was  designed 
to  create  new  markets  and 
reach  new  consumers. 


For  me,  the  Amiga  vision 
became  a  compelling  urge  to 
bring  to  market  a  dedicated 
publication  that  would  feature 
this  astounding  computer.  Im- 
mediately, a  small  team  of  us 
began  to  conceive  a  new  maga- 
zine to  cover  the  Amiga.  We 
were  all  of  one  mind:  Because 
the  Amiga  is  a  unique  machine, 
it  needs  an  equally  unique  mag- 
azine. AmigaW'orltl  lives  up  to 
that  billing. 

Software  developers,  too, 
were  impressed  with  the  new 
Amiga.  They  saw  the  opportu- 
nity to  develop  on  the  Amiga 
the  most  advanced  and  exciting 
software  imaginable.  Some  of 
their  products  are  now  available 
and  many  are  yet  to  come,  but 
their  enthusiasm  is  typical  of 
that  found  at  Amiga  headquar- 
ters. Commodore  and  here  at 
CW/Peterborough. 

The  new  Amiga  will  become  a 
necessity  in  a  variety  of  markets. 
It  will  be  a  powerhouse  for  run- 
ing  business  applications  due  to 
its  incredible  speed,  easily  ex- 
pandable memory  and  multi- 
tasking capability.  As  a  creativ- 


ity and  produciivity  tool,  die 
Amiga  is  unsurpassed  and  will  be 
frequently  used  in  performing 
spreadsheet,  database,  graphics 
and  word  processing  applications. 
The  development  of  integrated 
and  "expert"  software  programs 
will  reach  new  horizons  with  the 
Amiga.  The  Amiga's  range  of  ca- 
pabilities is  si i  broad  thai  il  will 
become  a  critical  addition  lo  spe- 
cialized professions,  such  as  archi- 
tecture, advertising.  CAD 
(computer-aided  desigiO.  market- 
ing, film  and  video,  music  and 
many  more. 

Both  the  professional  and 
home  user  will  find  il  ea-^  in 
create  software  that  takes  full 
advantage  of  Amiga's  amazing 
speed,  graphics,  animation  and 
sound.  When  you  add  this  to 
the  multi-tasking  DOS  and  user 
interface  with  overlapping  win- 
dows, the  variable  color  and 
screen  resolutions,  icons  ;uid 
pop-down  menus,  you  have  a 
computer  with  programming  ca- 
pabilities unlike  an)  other. 

The  Amiga  was  designed  with 
the  future  in  mind,  lis  philoso- 
phy is  expandability  with  conti- 
nuity. The  microprocessor  can 
be  upgraded,  as  can  the  custom 
(  hips.   I  he  Amiga's  memon  is 
expandable  without  affecting  its 
design.  Its  open  architecture 
and  multitasking  DOS  will 
open  new  dimensions  in  third- 


<V  Premiere  1985 


party  development  of  both  pe- 
ripherals and  software.  As  a  re- 
sult, the  Amiga  will  grow  over 
the  next  five  years  without  los- 
ing software  and  peripheral 
compatibility,  and  users  need 
not  fear  obsolescence. 

Amiga  makes  real  what  had 
previously  been  only  a  vision  in 
the  microcomputing  world,  lie- 
fore  the  Amiga,  such  power, 
speed,  sound,  color  and  anima- 
tion capabilities  weren't  com- 
mercially available  for  under 
$20,000.  Now,  everyone  will 
have  an  opportunity  «>  experi- 
ence this  computing  break- 
through. We  at  AmigaWorid 
believe  this  opportunity  will 
provide  a  great  deal  of  excite- 
ment for  many  years  lo  conn-. 
As  you  look  through  and  read 
the  pages  of  AmigaWorid,  1  ihiitk 
you'll  see  what  I  mean. 

As  we  explore  the  Amiga,  re- 
member i Inn  this  first  issue  pro- 
vides only  a  glimpse  of  what  is 
to  come.  The  future  is  here. 


AmigaWrrld  9 


By  Guy  Wright 

AmigaWorld.  Whew!  It  has 
been  quite  an  effort  putting  to- 
gether a  new  magazine  for  a  new 
machine  that  wasn't  even  finished 
at  the  time  we  went  to  press.  I  he 
official  word  that  we  were  defi- 
nitely doing  a  magazine  didn't 
come  through  until  the  beginning 
of  May  (roughly  a  month  after  the 
time  we  should  have  had  all  the 
articles  typeset  and  ready  to  send 
to  the  printer).  That  meant  a  lot 
of  scrambling  around,  a  lot  of  dig- 
ging, a  lot  of  weekends,  late 
nights,  last-minute  plane  nips  to 
California,  New  York,  Pennsylva- 
nia. Illinois  and  enough  phone 
calls  to  give  us  all  cauliflower  ears. 

In  main  ways,  starting  up  a 
magazine  is  pretty  close  to  what 
you  might  imagine  it  would  be. 
The  frantic  pace,  the  cups  of 
cold  coffee,  the  stories  coming 
in  late,  the  last-minute  deci- 
sions, the  telephone  reports 
from  the  coast  and  the  thou- 
sands of  details  that  have  to  be 
tended  to.  Hut  I  am  certain  you 
would  be  more  than  a  bit  sur- 
prised if  vim  came  up  here,  to 
the  hills  of  southwestern  New 
Hampshire,  and  saw  the  offices 
and  met  the  people  behind 
AmigaWorid. 

There  is  no  steel  and  glass. 
no  40-story  office  building  with 
hundreds  of  frenetic  reporters 
and  grumpy  editors.  No  copy- 
boys  dashing  around  with  last- 
minute  stories.  There  aren't 
dozens  of  clacking  typewriters 

or  smoke-filled  r ns,  and  the 

phones  only  ring  W  percent  of 
the  time.  Instead,  we  have  a 
converted  New  England  farm- 
house with  wooden  floors. 
There's  a  handful  of  editors  and 


a  few  writers,  many  of  whom 
work  at  home  and  send  in  their 
stories  via  modems  or  word 
processors  and  printers.  It's  a 
curious  mixture  of  country  and 
technology. 

But  the  key  to  AmigaWorld  is 
the  people  who  did  all  the  run- 
ning around,  word  processing, 
telephoning,  designing,  editing, 
typesetting,  organizing  and  so 
on.  There  are  also  quite  a  num- 
ber of  people  not  on  the 
AmigaWorld  staff  who  helped 
make  this  first  issue  possible. 
The  people  at  Commodore- 
Amiga  who  let  us  come  and  see 
the  machine  before  it  was  ready, 
who  answered  our  questions, 
who  did  the  interviews  when 
they  didn't  really  have  time  to 
spare,  who  stayed  up  late  wait- 
ing for  calls  or  got  up  extra 
early  because  of  the  three-hour 
time-zone  difference  between 
California  and  New  Hampshire, 
who  answered  our  questions, 
who  helped  get  the  right  screen 
shots,  who  helped  us  get  in 
touch  with  the  right  people, 
who  photocopied  stacks  of  ma- 
terial and  then  did  it  again 
when  something  was  changed, 
and  who  answered  still  more 
questions. 

We  asked  a  lot  of  questions. 
A  lot  of  questions.  We  hope  we 
asked  about  the  things  you  are 
interested  in.  (But  if  we  haven't, 
then  you  can  always  write  to  us 
and  we'll  try  and  get  the  kinds 
of  answers  you're  seeking.) 
There  are  still  thousands  of 
questions  that  we  haven't  asked 
yet  and  thousands  of  pages  of 
information  yet  to  be  printed. 

But  our  whole  job  wasn't  and 
isn't  just  asking  questions.  We 


have  to  take  those  questions 
and  turn  them  into  articles  that 
make  sense.  Distill  the  informa- 
tion and  transform  it  into  some- 
thing meaningful.  Our  goal  is  to 
provide  you  with  useful,  enter- 
taining, understandable  infor- 
mation and  ideas.  Articles  that 
reveal  the  inner  workings  of  the 
Amiga  from  Commodore  with- 
out a  confusing  array  of  techno- 
talk.  Just  as  you  shouldn't  have 
to  know  how  to  rebuild  a  car- 
buretor to  drive  a  car,  you 
shouldn't  need  a  degree  in  com- 
puter science  or  mathematics  to 
use  the  power  and  versatility  of 
the  computer. 

At  the  same  time,  we  know 
that  you  are  probably  above  av- 
erage in  intelligence  (after  all. 
you're  reading  this  magazine, 
aren't  you?)  and  don't  need  to 
be  spoonfed.  Computers  are 
not  simple  machines,  hut  nei- 
ther are  they  incomprehensible, 
And  while  the  focus  of  Amiga- 
World  is  (oddly  enough)  the 
Amiga  computer,  we'll  be  going 
far  beyond  dissecting  the 
machine. 

We  will  explore  the  ways  an 
Amiga  can  be  used  for  enhanc- 
ing life;  for  increasing  produc- 
tivity in  business,  school  and 
home;  for  bringing  out  creativ- 
ity in  music,  graphics  and  even 
business;  for  saving  you  money 
and  time;  for  amusement;  for 
education;  for  communication; 
and  for  the  thousands  of  things 
no  one  has  thought  of  yet.  1  he- 
things  that  you  will  be  thinking 
about. 

That's  the  exciting  thing 
about  the  Amiga  computer.  It  is 


Illustration  by  Jack  Haeger 


Ki  Premiere  1985 


a  catalyst  for  the  future  of  com- 
puting. A  tool  that  will  bring  us 
into  the  next  age.  And  the  best 
ideas  are  going  to  come  from 
the  people  who  own  and  use 
the  computer  every  day.  That  is 
the  challenge  I  put  to  you  now. 
Do  something  with  your  Amiga 
that  is  the  very  best  ever  done. 
Whatever  it  is.  We  are  going  to 
be  putting  out  the  best  maga- 
zine we  can,  to  let  you  know 
what  others  are  doing  with  their 
Amigas  and  to  let  others  know 
what  you  are  doing  with  yours. 
Do  vour  best,  because  now 
there  is  a  machine  that  can 
match  vour  imagination. 

This  first  issue  of  AmigaWorld 
will  look  into  the  future  a  little. 
Rather  [ban  detailing  the  var- 
ious commands  and  specifics, 
we'll  sit  back  and  let  the  Amiga 
show  off  a  little.  We  will  focus 
on  its  capabilities  and  what  they 
will  mean  to  you.  We'll  loll  you 
a  bit  about  its  power  and  versa- 
tility. But,  with  any  new  project, 
there  will  be  last-minute 
changes  and  alterations,  so  let 
me  apologize  right  now  for  any 
inaccuracies  in  this  first  issue. 

The  things  we  will  show  you 
and  tell  you  about  the  Amiga 
will  convince  even  the  most  ada- 
mant cynic  that  the  Amiga  com- 
puter is  the  next  wave,  and 
we're  all  bound  to  get  a  little 
wet.  There  is  no  other  com- 
puter 1  would  rather  be  in- 
volved with  and  no  other 
magazine.  Welcome  to 
AmigaWorld. 

I  would  also  like  to  give  a 
special  thanks  to  the  entire  staff 
of  RUN  magazine  for  their  pa- 
tience and  invaluable  assistance. 


AmigaWorld  II 


M 


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available  now. 


Circle  18  on  Reader  Service  card. 


A  First  Look  at  the  Amiga 


B\  Margaret  Morabito 


The  Custom  graphics 
chip  and  the  custom  ani- 
mation chip  make  possi- 
ble the  Amiga's  superior 
graphics  output,  which 
\vu  can  fully  utilize  on  a 
home  television  set  as 
welt  as  on  an  RGB  mon- 
itor. Also  available  are 
multidimensional  dis- 
play'; selection  of  up  to 
4,096  colors  and  quality 
resolution  equivalent  to 
a  fine  color  television. 


The  Amiga  computer  from  Commodore-Amiga.  Inc., 
a  subsidiary  of  Commodore  International,  Kid.,  is  the 
first  in  a  new  line  of  personal/business  computers,  tak- 
ing a  giant  leap  forward  in  single-station  multi-tasking, 
computer  graphics  and  sound. 

Based  on  the  Motorola  (5801(1)  microprocessor,  the 
Amiga  is  different  from  oilier  computers  using  this  proces- 
sor because  its  intricate  network  of  built-in  hardware  fea- 
tures lets  the  08000  run  at  full  .speed  most  of  the  time. 
Three  custom  chips,  one  of  which  contains  a  co-processor, 
do  much  of  the  work,  handling  most  of  the  burden  of 
implementing  the  Amiga's  graphics  and  sound  features,  as 
well  as  input/output  operations.  These  custom  chips  allow 
the  Amiga  to  outperform  any  other  multi-tasking  personal 
computer  on  the  market  today. 

Another  difference  between  the  Amiga  and  other 
08000  machines  is  that  it  can  address  eight  megabytes 
of  memory.  Additionally,  the  Amiga  is  a  completely 
open  system.  Its  internal  architecture  is  designed  to 
accommodate  upgrades  and  enhancements  already 
being  developed  for  powerful  graphics-oriented 
machines  of  the  future. 

The  custom  graphics  chip  and  the  custom  animation 
chip  make  possible  the  Amiga's  superior  graphics  out- 
put, which  you  can  fully  utilize  on  a  home  television  set 
as  well  as  on  an  RGB  monitor.  Also  available  are  multi- 
dimensional displays,  selection  of  up  to  4,096  colors 
and  quality  resolution  equivalent  to  a  fine  color  televi- 
sion. For  business  and  educational  applications,  you 
can  combine  either  40-  or  80-co!umn  text  displays  with 
the  graphics  modes  to  create  extraordinary  visual 
displays. 

The  Sound/Peripherals  chip  can  duplicate  complex 
sounds  on  each  of  four  separate  sound  channels.  By 
combining  the  power  of  this  chip  with  the  dual  stereo 
sound-output  ports,  the  Amiga  can  easily  match  the 


quality  of  commercial  synthesizers.  Furthermore,  there 
are  11  ports  to  accommodate  anv  peripherals  you  may- 
want  to  connect  to  this  computes. 

Multi-Peripheral  Machine 

At  release  lime,  the  Amiga  will  already  have  sophisti- 
cated peripherals  with  which  to  tap  its  extraordinary 
potential.  One  of  the  more  elegant  is  a  "frame  grab- 
ber," which  can  take  an  image  from  videotape,  digitize 
it  and  make  it  available  for  storage  on  the  Amiga.  A 
digitized  picture  can,  for  example,  be  embellished  with 
Amiga  graphics  and  sound,  animated  and  stored  for 
future  use.  A  digitizer  tablet  will  also  be  available. 

A  MIDI  interface  will  be  provided  along  with  musical 
keyboards  to  take  advantage  of  this  supennicro's  amaz- 
ing sound  capabilities.  Other  peripherals  include  a 
(Jen-lock  interface,  a  l'200-baud  Hayes-compatible 
modem  from  Amiga  and  third-party  sources,  a  hard 
disk  with  tape  backup,  a  two-megabyte  multifunction 
card  and  a  2400-baud  modem.  These  are  just  a  few 
already  prepared.  You  will  discover,  however,  that  the 
Amiga  warrants  peripherals  and  applications  that  have 
yet  to  be  developed. 

The  Amiga  comes  with  an  89-key  detached  keyboard 
and  a  system  box  that  houses  the  internal  hardware  and 
built-in  disk  drive.  It  has  256K  of  internal  RAM  and 
192K  of  ROM.  This  is  enough  memory  lor  many  appli- 
cations, but  for  those  requiring  more  memory,  it's  easy 
to  clip  a  256K  RAM  pack  to  the  front  of  the  system 
unit,  thus  boosting  the  memory  to  a  full  512K. 

Compared  to  most  personal  computers  on  the  mar- 
ket today,  the  Amiga's  256K  of  RAM  is  far  more  versa- 
tile because,  thanks  to  the  three  custom  chips,  less  of  it 
is  occupied  with  chores  for  system  operation  and  lan- 
guage support. 

As  for  data  storage,  the  Amiga  comes  with  a  built-in 
S&inch  disk  drive  that  accommodates  double-sided, 
double-density  disks  with  a  capacity  of  880K.  You're  not 
limited  to  just  880K,  however.  The  machine  can  accom- 
modate three  additional  disk  drives,  either  :\'/r  or  '>/,- 


/-/  Premiere  19X5 


Photography  by  F.d  judice 


!    ■ 


H'Hr.. 


I 


inch.  There  will  be  a  20-megabyte  hard  disk  drive  avail- 
able for  it  in  the  fall. 

The  Amiga  incorporates  truly  superior  graphics, 
which,  however,  will  be  used  in  applications  far  differ- 
ent from  the  typical  entertainment  field.  They  will  pro- 
vide a  tool  For  serious  graphics  applications  in  both  the 
business  and  consumer  markets.  The  versatility  of  the 
graphics  will  also  attract  engineers,  CAD/CAK  users, 
architects,  professional  creative  artists  and  anyone 
requiring  fast  and  efficient  graphic  design  capabilities. 

Custom  Graphics  Chip 

There  are  two  basic  kinds  of  screen  displays  on  the 
Amiga:  playficlds  and  sprites.  A  playfield  is  the  back- 
drop upon  which  sprites  may  be  displayed,  or  with 
which  they  can  interact.  There  are  two  playfield  screens 
in  the  Amiga,  each  of  which  can  contain  its  own  set  of 
user-defined  graphics  objects  and  its  own  coloring.  The 
two  playfields  can  appear  together  on  one  screen,  one 
in  front  of  the  other,  and  you  can  also  scroll  (hem  hori- 
zontally and  vertically. 


The  graphics  capabilities 

of  the  Amiga,  com- 
pounded with  its  multi- 
tasking windowing  envi- 
ronment and  its  ability 
to  transform  rum-comput- 
erized photos  and  film 
clips  into  digitized  color 
screens,  make  it  a  busi- 
ness machine  like  no 
other. 


Sections  of  a  playfield  can  be  set  aside  and  used  as 
separate  objects.  These  playfield  objects  can  interact 
with  sprites  and  you  can  manipulate  them  to  create  the 
effect  of  animation,  all  through  the  use  of  a  hardware 
device  called  the  "blitter."  (Playfield  animation  will  be 
discussed  later  in  this  article.) 

The  playfield  display  has  two  modes  of  operation: 
low  and  high  resolution.  The  Low-resolution  mode  dis 
plays  320  dots  (pixels)  across  the  screen  by  200  pixels 
vertically  and  provides  a  clear  40-column  text  display. 
This  accommodates  multicolored  images. 

An  "Interlaced"  mode  provides  twice  the  vertical  dis- 
play: 320  X  400  pixels.  Interlacing  is  achieved  by  hav 
ing  the  monitor's  scanning  mechanism  perform  two 
screen  scans  per  cycle. 


You  can  define  a  special  "color  palette,"  holding  32 
different  colors  chosen  from  4,096  colors  available— the 
greatest  variety  of  color  selection  offered  as  a  standard 
feature  in  a  personal  computer.  You  can  create  highly 
detailed  multicolored  pictures  using  these  two  low-reso- 
lution modes,  because  you  can  tint  each  individual 
pixel  with  any  one  of  your  chosen  32  colors. 

Then  there  is  a  special  Hold  and  Modify  mode, 
which  lets  you  control  the  color  even  more  intricately 
by  using  all  4,096  colors  simultaneously  on  a  television 
screen  or  an  RGB  monitor.  This  is  all  accomplished  by 
barely  utilizing  the  08000  microprocessor. 
High  Resolution 

The  second  mode  of  playfield  operation.  High  Reso- 
lution, has  two  separate  displays.  It  will  give  you  640 
pixels  across  the  screen,  with  each  pixel  being  any  one 
of  16  colors  selected  from  your  color  palette.  This  dis 
play,  however,  can  be  achieved  only  on  a  high-resolu- 
tion monochrome  or  RGB  color  monitor,  not  on  a 
television  set.  There  are  200  lines  per  screen  in  this 
mode,  which  is  the  one  used  within  the  Amiga  user 
interface  called  Workbench.  You  can  create  graphs  and 
charts  with  textual  enhancements  from  this  mode. 

The  second  high-resolution  display  is  an  interlaced 
display  that  can  handle  640  pixels  horizontally  and  400 
vertically.  Using  this  mode,  up  to  16  colors  can  be  seen 
simultaneously. 

Text  can  be  intermixed  on  both  low-  or  high-resolu- 
tion displays.  In  low  resolution,  you  can  use  40  col- 
umns of  text,  with  each  character  treated  as  a  special 
graphics  element  and  defined  as  a  series  of  pixels  in  an 
8x8  grid. 

In  High-resolution  mode,  you  can  use  80  columns  of 
text  characters  per  line.  You  can  easily  mix  multicol- 
ored graphics  with  text  on  the  same  screen,  since  text  is 
simply  considered  to  be  another  set  of  special  graphics. 
You  can  also  create  customized  text  fonts  and  have 
complete  control  over  their  coloring. 

Amiga's  "blitter"  lets  you  place  any  kind  of  graphics 
element  anywhere  on  the  screen,  making  possible  sub- 
scripts, superscripts,  underlining,  proportional  spacing 
and  other  features. 
Sprites 

The  second  major  display  mode  on  the  Amiga  is 
Sprite  mode.  A  sprite  is  a  movable  graphics  object  that 
is  totally  independent  of  the  playfields  and  can  be  dis- 
played anywhere  on  the  screen,  since  it  is  not  affected 
by  other  screen-display  features.  The  Amiga  offers  eight 
programmable  Sprite  processors,  but  you're  not  limited 
to  eight  sprites  per  screen,  as  you  can  reuse  sprites  on 
the  same  screen. 

A  sprite  can  be  up  to  16  pixels  wide,  with  unlimited 
height,  so  a  sprite  the  height  of  the  screen  would  be 
200  pixels  tall.  If  you  wanted  to  make  one  even  taller 
than  the  screen,  you  could.  The  only  limitation  is  the 
amount  of  memory  available  for  sprite-data  storage. 


16  Premiere  1985 


Each  pixel  of  a  sprite  can  have  any  of  four  colors, 
including  transparency.  There  is  also  a  special  mode  in 

which  you  can  attach  two  sprites,  thus  increasing  the 
number  of  possible  colors  to  sixteen.  You  can  display 
both  sprites  and  play-field  objects  simultaneously  on  a 
playfield. 

Custom  Animation  Chip 

The  Amiga  has  two  animation  systems.  The  first  was 
already  mentioned  in  relation  to  the  blitter.   The  blitter 
is  a  hardware  device  that  controls  Playfield  animation 
(or  Frame  Buffer  animation),  and  it  can  animate  low- 
resolution  screen  objects  created  in  any  of  the  two 
playfields. 

Playfield  animation  is  a  technique  through  which  you 
modify  sections  of  a  playfield  by  drawing  an  image, 
then  erasing  and  redrawing  it  again  onto  the  same 
background.  The  background  displays  are  constantly 
being  saved  into  a  memory  buffer  and  redrawn  onto 
the  background.  This  creates  the  effect  of  animation,  as 
an  image  is  very  quickly  replaced  in  a  different  location 
upon  the  same  background.  The  blitter  moves  the 
screen-display  data  around  so  quickly  that  you  don't 
notice  all  of  the  steps  being  executed. 

In  order  to  successfully  perform  this  animation,  the 
Amiga  has  a  feature  called  "double  buffering,"  which 
utilizes  two  separate  memory  spaces  when  performing 
background  save-and-restore.  While  one  section  of 
memory  is  being  displayed,  the  other  is  being  modified 
in  the  second  memory  section.  This  totally  assures  that 
the  viewer  will  never  see  a  display  being  reconstructed 
on  the  screen. 

The  Playfield  Animator  allows  you  to  create  and 
move  several  dozen  low-resolution  screen  objects.  It 
also  provides  the  hardware  support  for  line-drawing 
and  area-fill  functions.  Lines  can  be  drawn  at  one  mil- 
lion pixels  per  second — that's  incredibly  fast. 

Sixteen  colors  per  object  are  available.  All  objects  in 
a  playfield  have  user-specified  priorities,  which  means 
that  one  playfield  can  be  placed  in  front  of  or  behind 
another.  Both  are  independently  scrollable,  horizontally 
and  vertically.  Due  to  the  custom  graphics  and  anima- 
tion chips,  the  Amiga  accomplishes  all  of  this  without 
slowing  down  the  68000  microprocessor. 

Playfield  animation  is  a  bit  slower  than  sprite  anima- 
tion, but  it  is  much  more  versatile  in  that  the  graphics 
objects  are  neither  limited  by  size  nor  by  the  number 
of  colors  available  per  object. 

The  second  animation  system  on  the  Amiga  handles 
Sprite  graphics.  Sprites  have  several  attributes,  includ- 
ing that  of  priority  overlay,  like  the  playfields.  Vim  can 
i  lake  some  sprites  in.  ve  in  from  ol  Others,  while  still 
<  thei  s  move  in  I  In-  far  bat  kground,  with  up  to  seven 
layers  possible.  With  the  transparency  feature,  you  can 
also  make  sprites  with  see-through  components. 

Both  animation  systems  have  a  hardware  collision- 
detection  feature.  The  screen  can  detect  collisions 
between  sprites,  between  sprites  and  playfield  objects 
and  between  the  two  playfields  themselves.  What  is  this 
good  for?  These  collision-detection  features  come  in 
handy  for  use  in  games,  for  example,  to  determine 


Illustration  by  Island  Graphics 


whether  a  missile  has  struck  its  target.  You  can  also  use 
it  to  prevent  a  moving  object  from  going  beyond  its 
prescribed  on-screen  boundaries. 

Collision  detection  is  also  used  in  playfield  anima- 
tion. It  is  the  process  by  which  chunks  of  a  playfield 
can  be  defined  as  individual  objects  and  can  be  ani- 
mated by  the  blitter. 

Vivid  Versatility 

The  graphics  abilities  of  the  Amiga  will  be  appreci- 
ated by  those  of  you  who  want  to  make  video  scenes  or 
computerized  images  of  real  life.  You  can  use  the 
Amiga  with  VCIRs  and  color  digitizers.  You  could,  for 
example,  "take  a  picture"  of  any  individual  frame  from 
a  section  of  tape,  digitize  the  image  on  the  Amiga  and 
store  it  for  later  use  on  disk.  Or,  you  can  take  that  same 
digitized  image,  color  it  with  a  paint  program,  overlay 
graphics  and  titles,  use  an  animation  program  to  ani- 
mate the  whole  thing  and  then  capture  the  final  prod- 
uct on  slides,  hard  copy  or  videotape.  This  is  just  the 
tip  of  the  iceberg  when  it  comes  to  the  Amiga's  busi- 
ness and  educational  applications. 

Words  are  really  not  adequate  to  convey  an  under- 
standing of  the  graphics  and  animation  features  of  the 
Amiga.  It  was  only  through  seeing  graphics  demonstra- 
tions given  on  an  Amiga  that  I  could  appreciate  the 
unique  animation  available  through  hardware  control. 

The  graphics-animation  demo  presented  a  cartoon- 
like  portrayal  of  a  street  scene,  with  various  figures  and  i 


The  third  custom  chip 
within  the  Amiga  han- 
dles the  sound  capabili- 
ties, as  well  as  the  disk 
controller  and  other  in- 
put/output  functions. 
Again,  this  frees  the 
68000  chip  for  more 
important  functions. 


AmigdWbrld  17 


Multiple  Windows  illustrating  icons.  Taken  from  a  preliminary 
version  of  the  user  interface,  presented  to  show  the  capability 
of  the  system. 


creatures  strolling  hack  and  forth  in  front  of  and 
behind  the  landscape.  One  creature  was  a  strolling 
robot,  whose  partially  transparent  head  allowed  the 
viewer  to  see  the  objects  passing  behind  it. 

Within  the  same  scene,  there  was  constant  movement, 
with  images  moving  alongside  others,  yet  avoiding  colli- 
sion. Multi-tasking,  often  associated  with  business  appli- 
cations using  text  displays,  was  amply  demonstrated  in 
this  lively  graphics  demo,  for  each  linage  can  be  consid- 
ered a  separate  task  thai  performs  its  own  functions. 

The  graphics  systems  on  the  Amiga  are  handled 
through  the  use  of  "pull-down"  screens.  A  palette,  con- 
taining the  color  choices  available  and  the  most 
recently  used  operations,  can  be  pulled  down  onto  the 
screen  at  any  time.  This  allows  you  to  select  colors  and 
features  directly  from  the  palette,  rather  than  con- 
stantly having  to  go  back  to  a  main  menu. 

The  two  graphics  chips  handle  all  the  color  graphics 
and  animation  with  an  absolute  minimum  of  power 
lapped  from  the  68000  processor.  For  more  intricate 
program  development,  the  (i8000  is  fully  available  to 
provide  the  power  behind  sophisticated  software 
design. 

Audio/Peripheral  Chip 

The  third  custom  chip  within  the  Amiga  handles  the 
sound  capabilities,  as  well  as  the  disk  controller  and 
other  input/output  functions. 

There  are  four  independently  programmable  hard- 
ware sound  channels  in  l he  Amiga,  as  well  as  a  digital- 
to-analog  converter.  You  can  control  the  volume  and 
amplitude  for  each  channel  as  well  as  create  and  mod- 
ify the  waveforms.  Each  sound  channel  can  generate  a 
three-  or  four-note  musical  chord,  and  vou  can  easily 
select  complete  Attack,  Decay,  Sustain  and  Release  fea- 
tures from  a  menu. 

Speech  synthesis  with  unlimited  vocabulary  and  both 
male  and  female  attributes  is  also  possible  through  soft- 
ware that  controls  this  feature. 

All  four  sound  channels  can  operate  together,  inde- 
pendent of  the  68000  chip.  Each  voice  has  an  8  to  9 
octave  range,  and  Bass  response  exceeds  thai  of  mosi 
stereo  systems.  A  MIDI  interlace,  available  for  the 
Amiga  soon  after  release,  will  allow  you  to  attach  highly 
sophisticated  synthesizers.  Sound  can  be  output  to 
stereo  speakers,  to  a  monitor,  or  to  a  television  set. 

Amiga's  Friendly  Ports 

The  Amiga  boasts  eleven  ports  that  provide  the 
options  for  virtually  any  peripheral  you  might  want 
to  add. 

Among  three  video-display  ports,  there  is  first  of  all 
an  NTSC  (National   Television  Standard  Convention) 
port  for  use  with  composite  monitors.  These  monitors 
support  color  graphics  quite  well,  but  are  not  recom- 
mended for  80  column  text  displays. 


P3  0  © 


IS  Premiere  1985 


Photography  bv  Michael  Brown 


Second,  there  is  a  port  for  connecting  the  Amiga  to  a 
television  set.  Surprisingly,  the  Amiga  provides  an 
excellent  64-column  text  display  on  a  color  TV  set. 
Most  80-column-output  computers  give  an  unreadable 
display  on  a  home  TV,  but  the  Amiga  actually  lends 
itself  to  this  type  of  display. 

The  third  video  port  is  the  RGB  (red-green-blue)  ana- 
log/digital port,  most  recommended  for  use  with  the 
Amiga  color  monitor  that  will  be  available.  This  is  a 
high-resolution  RGB  monitor,  which  will  fully  tap  the 
best  of  the  Amiga's  graphics  and  text  features. 

For  sound  output,  there  are  two  separate  stereo 
sound  jacks,  making  it  possible  to  achieve  true  high- 
fidelity  stereo  sound.  The  use  of  the  Amiga  for  music 
and  sound  production  is  likely  to  flourish  as  more  and 
more  professionals  discover  its  sound  capabilities. 

There  are  also  three  ports  for  adding  peripherals:  an 
expansion  disk-drive  port,  a  parallel  port  and  a  stan- 
dard RS-232  port.  The  Amiga  can  support  many  differ- 
ent brands  of  printers.  The  difficulty  will  be  in 
selecting  the  one  that's  most  appropriate  for  your  pri- 
mary applications.  As  for  color  printers,  the  Okimate 
10  and  20  thermal  transfer  printers  from  Okidata  and 
the  Diablo  (series  G)  line  of  color  ink  jet  printers  are 
Amiga-compatible. 

The  disk-drive  port  can  accommodate  cither  5'/t-  or 
3/,-inch  disk  drives.  If  you  wanted  to,  you  could  daisy- 
chain  up  to  three  separate  drives  coming  off  this  port. 
On  the  side  of  the  Amiga,  there  is  also  an  expansion- 
port  bus,  an  important  feature  for  third-party  manufac- 
turers. Because  this  port  allows  full  access  to  the  (>H0O0 
bus,  most  peripheral  vendors  will  use  it  when  designing 
hard-disk  drives,  tape  backup,  multifunction  cards,  etc. 

Both  the  RS-232  and  parallel  ports  can  accommodate 
modems,  and  most  off-the-shelf  modems  will  work. 
However,  three  modems  are  especially  recommended:  a 
1200-baud,  Commodore-manufactured  Hayes-compati- 
ble modem,  the  Hayes  SmartModem  and  a  2400-baud 
modem  from  Tecmar. 

The  two  separate  reconfigurabie  controller  ports  that 
are  built  into  the  Amiga  can  accommodate  a  mouse, 
game  paddles,  joysticks,  graphics  tablets,  light  pens  and 
optical  scanners.  Lastly,  there  is  a  connector  for  the 
cable  to  the  Amiga's  detached  keyboard. 

Now  that  you  have  an  overview  of  the  internal  hard- 
ware, let's  take  a  look  at  how  you  actually  manipulate 
ihese  powerful  features. 

User  Interface 

The  Amiga  User  Interface  is  composed  of  system  soft- 
ware that  handles  the  multiple  graphics-windowing  sys- 
tems of  this  computer.  Controlled  by  a  two-button 
mouse,  this  software  allows  total  use  of  the  powerful, 
multitasking  capabilities  of  the  Amiga — and  this  is  true 
multitasking,  not  task  sharing. 

The  Amiga's  memory  can  hold  many  different  soft- 
ware application  programs,  and  they  each  can  access  all 
of  the  computer's  hardware  resources.  The  interface 
lets  you  display  information  from  several  applications 
without  any  conflicts  and  provides  you  with  an  orderly    I 


Amiga  Workbench.  Taken  from  a  preliminary  version  of the  user 
inter/are,  presented  to  shmv  the  capability  of  the  system. 


AmigaWorld  19 


Amiga 


Mac 


IBM  PC 


PC  AT 


Microprocessor 

080(10  Motorola 

68000  Motorola 

8088  Intel 

80286  Intel 

16/32  bit 

16/32  bit 

8/16  bit 

16/21  bil 

Speed 

7.8  MHz 

7.8  MHz 

4.77  MH/ 

6  MHz 

,\  lemon 

256K  RAM 

128K  RAM 

64  K  RAM 

256K  RAM 

I92K  ROM 

64  K  ROM 

40K  ROM 

64K  ROM 

Expansion 

Upto512K 

Up  to  512K 

Up  to  640K 

Up  to  3  MB 

(useable  RAM) 

(external — up  to  8  MB) 

Disk  Capacity 

880K 

400K 

360K 

1.2  MB 

334* 

$%' 

5'// 

»•/," 

Video  Display 

RGB 

Composite 
Color  TV 

Monochrome 

Monochrome 

Monochrome 

Color 

Yes 

No 

Separai 

e  color  card' 

4,096  colors 

(black  &  white  only) 

16  colors 

on  one  screen 

Highest  Color 

6-40  x  400 

512x342 

640x350' 

640x350' 

Resolution 

Keyboard 

89  Keys 

58  Keys 

82  Keys 

84  Keys 

Numeric  Pad 

Numeric  Pad 

Numeric  Pad 

Speech  Synthesis 

Yes 

No 

No 

No 

{built-in) 

(unlimited  text 
to  voice) 

Music 

4  channels- 
(stereo) 

1  channel' 
(monaural) 

1  voice 

i  voice 

I/O  Ports 

RS  232 

Serial 

No 

No 

(built-in) 

Parallel 
Serial 

Table  1.  A  comparative  look  at  the  features  of  the  Amiga  from  Commodore,  Apple  Macintosh,  IBM  PC  and  PC.  AT. 


'Not  included  in  IBM  PC  and  PC  AT  basic  units. 

The  Amiga  has  four  hardware  audio  DMA  channels,        'The  Macintosh  has  four  software-driven  voices,  which 
which  feed  two  stereo  output  ports.  The  processor  is        use  over  50%  of  the  processor's  lime, 
not  accessed  for  sound  generation. 


method  of  controlling  several  activities  at  once.  This 
full-performance  system  is  the  epitome  of  single-station 
multitasking. 

What  is  amazing  about  the  Amiga  is  that  each  of  its 
application  programs  can  have  complete  and  unhin- 
dered access  to  all  the  features  of  the  computer.  Each 
application  "thinks"  that  it  is  running  on  its  own  dis 
tinct  terminal,  referred  to  as  a  "virtual  terminal."  There 
can  be  as  many  such  terminals  as  application  programs, 
all  coexisting  in  the  computer. 

Once  a  program  has  activated  its  own  virtual  termi- 
nal, it  can  access  the  full  range  of  the  Amiga's  hardware 
features.  It  has  an  entire  screen  display  for  itself,  and  it 
can  print  text  and  lap  all  of  the  graphics  and  sound 


modes.  One  program  can  actually  open  up  several  vir- 
tual terminals,  each  one  functioning  as  a  totally  distinct 
computer  system. 

Windows  and  Screens 

The  virtual  terminal  is  presented  to  you  through  a 
"window"  that  you  can  modify,  shape  and  move  any- 
where on  the  screen.  Each  window  is  capable  of  han- 
dling its  own  software  application.  The  number  of 
windows  appearing  on  a  screen  at  one  time  is  only  lim- 
ited by  the  amount  of  memory  required  to  perform  the 
applications  residing  in  those  windows.  You  can  over- 
lap windows,  change  text  fonts  within  them,  change 
their  size  and,  through  the  use  of  "gadgets,"  completely 
control  the  activities  going  on  within  them.  By  moving 
these  gadgets  with  the  mouse,  you  gain  control  over 
each  window  within  each  screen. 


20  Premiere  198") 


Screens  were  developed  in  die  Amiga  for  bundling 
multiple  windows  thai  share  I  he  same  graphics  attri- 
butes. However,  using  multiple  screens,  you  can  have 
windows  with  different  levels  of  resolution  uiid  color 
simultaneously  displayed  on  the  monitor.  For  example, 
you  could  divide  the  display  into  two  horizontal 
screens.  In  the  upper  screen,  you  could  have  a  spread- 
sheet in  one  window  and  a  word  processor  in  another, 
each  running  four-color,  (i'10x200  resolution.  In  the 
lower  screen  you  could  have  a  business  graphing  pro- 
gram running  in  a  window  using  16-color.  ^20x200 
resolution.  All  three  programs  will  be  running  simulta- 
neously, in  different  windows,  using  different  colors 
and  resolutions.  This  kind  of  multi-screen,  mulii -win- 
dow, multi-resolution  multi-tasking  is  completely 
bevond  the  capability  of  other  graphics/windowing 
environments,  such  as  Digital  Research's  GEM  or  Micro- 
soft's Windows. 

Screens  are  controlled  jusl  like  windows,  and  any 
given  screen  can  be  one  of  four  colors.  They  are 
dragged  around,  overlapped  and  uncovered  bv  means 
of  the  two-button  mouse.  The  only  difference  between 
a  screen  and  a  window  is  that  screens  can't  be  horizon- 
tally scaled.  The  Amiga's  screens  are  actually  of  second- 
ary importance  to  you;  the  multiple  graphics  windows 
are  your  main  concern. 

The  Amiga  User  Interface  usually  defaults  to  Work- 
bench, which  is  both  an  application  program  and  a 
screen.  Workbench  has  a  high  resolution  of  640  x  200 
pixels,  with  a  four-color  display.  Most  people  will  use 
this  feature  as  a  predefined  screen,  on  which  disks  are 
opened  and  application  programs  are  run. 

Iconics  and  Command  Line  Interpreter 

[cons  are  pictures  representing  activities  that  the 
computer  performs.  These  are  good  for  introducing 
you  to  a  new  system  and  for  running  turnkey  opera- 
lions.  You  simply  move  a  mouse  around,  which  in  turn 
controls  a  screen  cursor.  When  the  screen  cursor  is 
positioned  on  top  of  the  appropriate  icon,  you  press 
the  button  on  the  mouse  and  the  desired  action  takes 
place.  This  obviates  the  need  lor  typing  in  direct  com- 
mands— and  having  to  learn  the  specific  syntax  rules 
for  each  command. 

However,  what  about  the  proficient  user  who  may 
want  to  gain  more  direct  control  over  the  computer? 
For  him  or  her.  Workbench  offers  a  lull  command  line 
interpreter  within  each  screen  beneath  the  windowing 
system.  With  access  to  the  command  line,  you  can 
directly  load  and  run  a  program  from  disk.  You  can 
control  the  entire  operating  system  via  direct  com- 
mands issued  at  this  command  line,  and  it  is  available 
at  any  time  within  all  screens. 

Menu  System 

Each  window  is  assigned  its  own  menu  containing  its 
own  particular  text  and  graphics  items.  You  can  control 


Multiple  Witulinuittg.  Taken  from  a  preliminary  version  of  the  user 
interface,  presented  to  show  the  capability  of  the  system. 


Photography  by  Michael  Brown 


AmigaWarld  21 


Interacting  with  Amiga 


By  Jim  Held 


Imagine  a  world  where  televisions  have  typewriter 
keyboards  instead  of  the  familiar  tuner,  volume  control 
and  brightness  knobs,  and  instead  of  turning  the 
dials — a  task  we  learn  at  a  frightfully  young  age— you 
have  to  type  awkward,  hard-to-learn  commands,  like 
CHG  CHNL(5)  to  change  the  channel  and  VOL  UP(.56) 
to  turn  up  the  volume.  To  make  things  worse,  every 
manufacturer  uses  different  commands  for  the  same 
tasks,  meaning  that  buying  a  new  TV  or  just  trying  to 
work  the  one  in  the  hotel  room  involves  learning  a 
whole  new  set  of  commands. 

You  might  chuckle  at  this  imaginary,  keyboard-driven 
world,  but  it's  exactly  where  most  personal  computers 
come  from.  Instead  of  letting  you  perform  tasks  you're 
already  used  to,  such  as  opening  file  drawers,  throwing 
things  in  trash  cans  and  pushing  buttons,  most  com- 
puters force  you  to  learn  cryptic  commands,  then  sim- 
ply sit  there  with  a  blank  screen  and  a  blinking  cursor, 
waiting  for  you  to  type  something.  It's  no  wonder  that 
people  are  often  intimidated  by  computers,  and  it's  not 
surprising  thai  the  majority  of  the  workforce  doesn't 
use  them.  How  can  a  computer  increase  vour  produc- 
tivity when  you  have  to  spend  hours — or  months— just 
learning  how  to  use  it? 

Enter  Amiga 

Fortunately,  the  engineers  at  Commodore-Amiga  real- 
ize that  you  shouldn't  have  to  learn  how  a  computer 
operates  to  be  able  to  use  one.  The  result  is  the  Amiga, 
one  of  a  new  breed  of  personal  computers  that  lets  you 
work  the  way  you're  used  to  working  instead  of  forcing 
you  to  learn  awkward  commands.  The  Amiga  separates 
you  from  the  technicalities  of  the  computer,  letting  you 
concentrate  on  your  work.  It  simplifies  complex  con- 
cepts by  using  a  fast  and  easy-to-use  two-button  mouse 
in  conjunction  with  some  things  that  have  always  been 
worth  quite  a  few  words — pictures. 

You've  seen  road  signs  that  get  their  messages  across 
using  pictures,  such  as  squiggly  lines  beneath  a  car  to 
indicate  slippery  conditions,  or  a  truck  angled  downhill 
to  indicate  a  steep  grade.  The  Amiga  uses  pictures,  or 
icons,  to  represent  disks,  documents  and  applications 
programs.  To  begin  using  a  word  processing  program, 
for  example,  you  don't  have  to  type  WP  or  some  other 
strange  command.  Instead,  you  point  to  the  word  pro- 


cessor's icon  with  the  mouse,  then  click  the  left  button 
twice.  To  throw  awav  an  old  memo,  you  don't  tvpe  Del 
Memo,  as  you  would  with  an  old-fashioned  computer. 
Instead,  you  point  to  the  memo,  and,  while  holding 
down  the  left  mouse  button,  you  "drag"  the  memo  over 
to  the  trashcan  icon. 

Mentis  and  More 

Icons  are  only  part  of  the  Amiga's  approach  to  sim- 
plifying computer  use.  Another  equally  important 
aspect  is  the  pull-dovm  menu.  Pulldown  menus  are  lists 
of  available  commands  that  appear  instantly  when  you 
click  the  mouse  button  on  menu  titles  that  appear 
along  the  top  of  the  screen.  For  example,  a  typical 
Amiga  application  program  might  offer  a  menu  titled 
Style.  When  you  click  on  the  word  Slylc,  a  list  of  type 
style  options  appears — Bold,  Underline,  Italic  and  so 
on.  To  choose  the  style  you  want,  you  simply  hold 
down  the  right  mouse  button  and  move  the  pointer 
down  until  the  desired  style  is  highlighted,  then  release 
the  button.  By  contrast,  most  other  computers  offer 
menus,  but  instead  of  letting  you  point  and  click  to 
make  your  choice,  they  force  you  to  type  awkward  com- 
mands, such  as  Control-PS. 

Worse  yet,  other  computers'  menus  are  often  com- 
pletely different  from  one  program  to  another.  One 
program  might  make  you  type  K  to  edit  a  document, 
while  another  asks  for  the  number  3.  One  program's 
menus  might  appear  at  the  bottom  of  the  screen,  while 
another's  might  not  appear  at  all  until  you  type  a  com- 
mand. The  software  that  creates  menus  was  built  into 
the  machine  by  the  Amiga's  engineers.  This  means 
every  company  developing  software  for  the  Amiga  can 
create  menus  that  look  the  same  and  operate  in  the 
same  way — using  the  mouse.  The  advantage?  Once 
you've  learned  one  program,  you're  well  on  your  way  to 
learning  others. 

This  consistency  between  programs  is  just  one  of  the 
things  that  makes  the  Amiga  so  easy  to  use.  In  the 
future,  we'll  examine  these  features  in  more  detail. 
We'll  also  take  a  look  back  in  time  at  some  of  the  inno- 
vators who  inspired  the  Amiga,  like  the  people  at  Meta- 
comco,  creators  of  AmigaDOS.  (It's  interesting  to  note, 
for  example,  that  many  of  the  Amiga's  personality  traits 
aren't  new,  but  were  developed  in  research  labs  over 
twenty  years  ago.)  So,  stay  with  us— the  journey  prom- 
ises to  be  an  exciting  one.  B 


Jim  Heid  is  a  freelance  writer  who  has  been  covering 
microcomputers  since  1978. 


22  1'retmere  19X5 


ihe  menus  within  Workbench.  Text  and  graphics  are 
accommodated  within  each  menu.  You  can  select  what- 
ever items  you  want  within  a  particular  menu  without 
having  to  return  to  a  main  menu.  This  is  an  advantage 
of  the  Amiga  User  Interface  over  others  on  the  market. 
There  is  only  one  active  window  that  receives  input  from 
you.  This  window,  highlighted  on  screen,  determines 
which  menu  will  appear  when  you  press  the  mouse's 
"Menu  Button."  Another  feature  of  the  Amiga  User  Inter- 
face is  the  use  of  submenus  that  appear  if  a  selected  menu 
item  has  further  options  available.  A  word  processor  win- 
dow may  have  an  option  for  font  selection  on  its  menu; 
when  selected,  a  submenu  will  appear,  with  options  for  ital- 
ics, underlining,  boldface,  etc. 

Programming  Languages 

The  Amiga  doesn't  have  a  built-in  programming  Ian 
guage;  instead,  it  comes  with  a  disk-based  version  of 
Basic.  There  are  several  additional  languages  already 
available  that  the  Amiga  supports.  These  include  Pascal, 
Logo,  C  and  Assembler.  Much  of  the  preliminary  soft- 
ware development  for  the  Amiga  was  done  in  C  on 
other  computer  systems.  This  computer  is  an  open  sys- 
tem, allowing  for  easy  transportability  of  languages  and 
programs. 

The  Amiga  Keyboard 

The  Amiga  has  a  detachable  keyboard  with  89  keys 
and  a  numeric  keypad  for  easy  large-scale  data  entry.  It 
also  has  ten  function  keys  across  the  top,  which  are 
available  for  all  kinds  of  software  control.  There  are 
also  two  special  Amiga  keys  to  the  left  and  right  of  the 
space  bar  (for  resetting  the  system). 

Also  included  on  the  keyboard  are  TAB,  CTRL,  two 
SHFT  keys,  two  ALT  keys,  CAPS  LOCK,  four  cursor- 
direction  keys,  a  large  return  key,  a  help  key,  back 
space,  DEL,  ESC  and  a  -v  key. 

Software 

When  you  buy  the  Amiga,  you'll  get  the  keyboard 
and  system  unit,  which  houses  the  hardware  and  disk 
drive.  To  get  you  going,  you'll  also  receive  several  disks 
holding  various  applications  software  programs. 

On  disk,  you  will  get  AmigaDOS,  which  contains  the 
Amiga's  operating  system  and  user  interface.  A  tutorial 
program  on  how  to  use  the  machine  is  included,  cre- 
ated under  contract  by  Mindscape  Software.  You'll  also 
get  the  disk-based  version  of  Amiga's  Basic  (called 
ABasiC),  a  speech  synthesis  program  that  features  male 
and  female  voices  and  an  unlimited  vocabulary,  and 
finally,  Amigascope,  a  rolling  graphics  demo  from  Elec- 
tronic Arts. 

You  will  have  a  choice  of  word  processors  when  you 
buy  the  Amiga.  If  you're  a  newcomer  to  computers, 
you'll  probably  want  to  purchase  Textcraft,  an  entry- 
level  word  processor  put  out  by  Commodore-Amiga. 
For  more  sophisticated  word  processing  needs.  The 
Software  Group's  Enable/Write  word  processor  is  avail- 
able. This  is  one  of  the  well-known  applications  pro- 
grams in  the  integrated  commercial  business  package 
called  Enable,  which  contains  a  word  processor,  a  data- 
base, a  spreadsheet,  a  telecommunications  package  and 
a  graph  program.  ^ 


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Photography  by  Michael  Brown 


AmigaWorld  23 


Flit   Hit   finwitl  CwUwt 


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— 


To  take  advantage  of  the  graphics  capabilities  of  the 
Amiga,  you  will  want  to  get  Graphicraft,  created  by 
Island  Graphics,  and  if  you  like  music,  Musicraft,  from 
Everyware,  is  a  must. 

Who  Is  the  Amiga  For? 

The  Amiga  will  overlap  distinct  marketing  bounda- 
ries because  it  is  such  a  versatile  machine.  First,  the 
business  market  will  be  a  primary  target.  Most  people 
will  find  that  the  Amiga  costs  much  less  and  offers 
much  more  than  other  curxendy  available  computers. 
Those  who  think  the  Macintosh  is  the  greatest  com- 
puter yet  will  fine"  that  the  Mac  significantly  pales 
beside  the  Amiga,  and  not  just  because  the  Mac  doesn't 
offer  color.  The  potential  business  applications  of  the 
Amiga  have  only  begun  to  be  imagined.  The  graphics 


capabilities,  compounded  with  the  multi-tasking  win- 
dowing environment  and  the  ability  to  transform  non- 
computerized photos  and  film  clips  into  digitized  color 
screens,  make  the  Amiga  a  business  machine  like  no 
other. 

Not  only  will  the  business  person  benefit  from  the 
unique  features  of  the  Amiga,  but,  more  importantly,  the 
low  cost  of  this  powerhouse  will  place  the  small  business  on 
a  competitive  level  widi  larger,  wealthier  (inns. 

The  Amiga  will  eventually  move  into  the  educational 
market  for  the  same  reasons  that  it  is  bound  to  penetrate 
the  business  scene.  School  systems  are  like  small  businesses 
and  often  can't  afford  high-priced,  high-performance 
teaching  aids.  The  Amiga,  in  the  hands  of  a  good  teacher, 
will  totally  redefine  the  term  computer-assisted  instruction. 

Another  market  die  Amiga  will  enter  is  that  of  profes- 
sional artists  and  musicians.  This  computer  is  the  first  to  go 
beyond  the  clunky  graphics  and  animation  heretofore  seen 
on  personal  computers,  and  in  so  doing,  merits  the  admi- 
ration of  the  refined  eye  and  ear. 

When  you  take  a  step  back  and  look  at  all  the  features  of 
the  Amiga,  it  is  evident  that  this  computer  is  much  more 
than  just  another  advance  in  computer  technology.  The 
Amiga  is  a  new  kind  of  machine  thai  will  encourage  devel- 
opers and  users  to  step  beyond  traditional  ic'.eas  and  rede- 
fine the  world  of  microcomputing.  H 

Address  all  author  correspondence  to  Margaret  Mora- 
bito,  c/o  AmigaWorld  editorial,  80  Pine  St..  Peterborough, 
NH  03458. 


Circle  23  on  Reader  Service  card. 

WHEN  IT'S  TIME  TO 
MAKE  YOUR  MOVE 

Lattice®  Cross  Compilers  Help  You 
Hit  Your  Target  On  Time 

Lattice  Cross  Compilers  let  you  take  advantage  of  the 
speed  and  structure  of  a  larger  system  to  develop  C 
programs  for  popular  68000  personal  computers! 

Use  your  MS-DOS,  IBM  mainframe,  DEC  minicom- 
puter, or  UNIX  system  to  give  you  centralized  source 
management,  rapid  compilation,  and  access  lo  high- 
speed peripherals.  Since  the  Lattice  C  Cross  Compilers 
are  fully  compatible  with  the  native  compilers,  you  can 
compile  and  link  on  the  mainframe  or  the  micro 
interchangeably. 

The  industry-standard  Lattice  68000  C  Compiler  for 
the  Amiga  is  available  for  IBM  MS-DOS,  PC-DOS, 
VM/CMS  and  MVS/TSO,  DEC  VAX/VMS  and 
VAX/UNIX,  and  a  variety  of  MC68000/UNIX  and 
iAPX/XENIX  systems.  Lattice  also  provides  an 
assembler,  linker  and  librarian  for  each  host  system 
plus  the  appropriate  file  transfer  software  so  you  can 
move  source  and  object  code  between  the  host  and  the 
microcomputer. 

Make  your  move  now.  Call  Lynn  Magnuson  at 
Lattice  today! 


We  practice  portability. 

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24  Premiere  1985 


ANNOUNCEMENT 


How  Borland's  Turbo  Pascal 

Found  A  Partner  That  Matches 

Its  Amazing  Speed. 


Turbo  Pascal  meets  the  Amiga". 
Turbo  PascaPhates  to  wait.  With 
Turbo,  it's  'go  fast'  or  'go  away'. 
So  before  we  committed  to 
becoming  the  exclusive  Pascal 
programming  language  for 
Commodore's  new  Amiga,  we 
had  to  be  sure  that  it  was  up  to 
speed.  It  had  to  be  fast—and 
it  is.  68000-based,  with  custom 
chips  and  graphics,  Amiga 
doesn't  dawdle.  (In  fact,  Amiga's 
speed  is  going  to  be  a  headache, 
a  heartache  and  a  headwind  to 
the  Competition.) 

We  think  Amiga  will  take 
off— just  like  Turbo  Pascal  did. 
With  more  than  400,000  users 
world-wide,  Turbo  Pascal  has 
become  a  de  facto  standard — 
and  grown  into  a  complete 
Turbo  'family'.  A  family  that 
now  includes  Turbo  Database 
Toolbox™ — a  Turbo  Pascal 
enhancement  with  fast  data 
access  and  sorting  talents;  Turbo 
Graphix  Toolbox" — a  set  of 


II  BORlflflD 
W  INTERNATIONAL 

4585  Scotls  %lley  Drive,  Scotts  Valley  CA  95066 
Phone  (408)  438-8400    Telex  172375 
CompuServe -GO  BOH 

Copyright  1985  Borland  Internaliorral  BI-1013 

Turbo  Rastai.  Turbo  Database  Tbrribox,  Turbo  C*raphixTouft*j*  and 

TiirtxiTuior  sffii  tiyUeitYjrkv  t /  E'*  rtand  Inrema&joa!  Inc 

IHM  is  tf  (radermrl;  tjf  Tntenmioral  Husintrss  Machines. 

Aintpa  LsutndtfJiuri(t>fCiHnnKxJ*'rt-  Electronic*  PTD. 

Tc-?.:ls  [rwnuncno  is  .i  aadcmaife  "I  Ycxls  Inanjrnems,  Inc. 

1  ii-svkii  r\x.kanl  is  a  trj^k'rmirti  i>f  Hewlett  Kxfcird 

DEC  is  a  trademark  ui  Digital  I'^juipmeni  Corp 

Warts  ls  a  ixadeinsk  of%ng  tabfminric*  In* 

Apple  is:i  rvrtileed  intdeniifkofAr^ili'  QorOpOKt,  liv 

NCR  is  .1  iraA-mark ssf  NCR  Oirp. 

Circle  13  on  Reader  Service  card 


graphics  procedures  keyed  to 
business,  scientific  and  engineer- 
ing applications;  and  Turbo 
Tutor™— the  one  tutorial  that 
will  take  beginners  and  make 
them  experts,  AND  will  even 
teach  a  few  things  to  the  experts! 

Turbo  Pascal  and  all  its 
associated  tools,  will  be  available 
for  the  Amiga  in  the  first 
quarter,  1986.  It's  already 
implemented  for  the  IBM  PC 


family  and  IBM-compatibles, 
and  other  microcomputers  from 
Texas  Instruments™,  Hewlett 
Packard™,  DEC™,  Wang™,  Apple® 
and  NCR™. 

When  you're  faster  than 
anyone  else,  you  look  for 
someone  who  can  keep  up  with 
you.  Turbo  Pascal  found  Amiga. 


I  stood  up  straighter,  lost 
my  cynical  sneer,  gaped 
rather  stupidly  and 
elbowed  my  neighbors  in 
the  ribs.  The  Amiga  had 
cracked  my  armor — with 
sheer,  naked  power. 


Cynicism  and  Seduction, 
Speed  and  Software 


By  John  Pandaris 


The  Amiga  is  going  to  change  the  way 
American  offices  do  business,  but  no  one 
yel  knows  just  how.  I'm  AmigaWbrltTs  busi- 
ness applications  columnist,  and  I  don't 
know,  either.  In  this  column,  we'll  follow 
the  computer,  its  users  and  software  compa- 
nies—with luck,  we'll  stay  half  a  step  ahead 
of  them — and  find  out. 

Amiga  Solutions  won't  be  strictly  a  busi- 
ness column  in  the  sense  of  Honeywell 
mainframes  and  Fortune  500  accounting.  I 
sold  it  to  the  editors  as  a  "business/personal 
productivity  column,"  to  explore  how  peo- 
ple work  with  the  Amiga,  in  settings  rang- 
ing from  corporate  offices  to  homes,  and 
the  tools  available  for  that  work.  I'll  try  to 
land  somewhere  between  "Amigas  on  Wall 
Street"  and  a  random  software  roundup, 
but  productivity  will  be  a  general  topic. 

That  suits  me  because  I'm  a  generalise 
interested  in  how  people  use  computers 
rather  than  in  comparing  the  arctangent 
functions  of  Whi/.zoCalc  Release  3  and 
AmeriCalc  2.10.  Amiga  Solutions  will  try  to 
spot  some  trends  or  general  directions  in 
the  Amiga  support  and  software  industry. 
I've  evaluated  products  and  pontificated  on 
trends  for  half  a  dozen  magazines,  and  I 
couldn't  resist  getting  in  on  the  ground 
floor  with  AmigaWorld. 

Snubbing  the  Mac 

I  was  also  hired,  I  suspect,  as  the  maga- 
zine's resident  conservative,  or  cynic,  with 
no  connections  to  Commodore  or  Amiga- 


WarUCs  parent  company,  CVVC/P — someone 
who's  formed  a  healthy  respect  for  the  IBM 
PC  and  its  MS-DOS  imitators,  1981-vintage 
technology  though  they  are,  and  was  im- 
pressed but  not  ga  ga  over  the  advent  of 
Apple's  Macintosh. 

The  current  phrase  "power  user"  will 
fade  as  did  the  odious  "user-friendly,"  but 
its  meaning  makes  sense  in  the  MS-DOS 
world.  Once  you  learn  eight  or  nine  cryptic 
commands  and  dive  into  a  huge  pool  of 
rarely  simple  software,  you  can  do  quite 
well  with  an  antique  PC.  I'll  be  the  first  to 
admit  that  MS-DOS'  user  interface  (comput- 
erese  for  how  you  work  it)  lakes  some 
learning,  but  I  never  tire  of  challenging 
Mac  users  to  drag  race:  While  Mac- 
Mouscketeers  delete  disk  backup  files,  click- 
ing and  dragging  them  one  by  one  to  a  cute 
picture  of  a  trash  can,  I  can  type  del  *.bak 
ten  times. 

The  comparison  is  particularly  unfair  lo 
the  original  (January  HI84)  Macintosh, 
which  challenged  computing's  de  facto  stan- 
dard with  barely  a  handful  of  available  pro- 
grams and  a  bunch  of  hardware  handicaps. 
Today's  512K  Mac,  with  outside  companies' 
hard  disks  (and  PC  vendors'  prompt  mouse- 
and-window  additions  to  MS-DOS),  have 
shown  the  value  of  easy  instructions  for 
powerful  software.  But  the  first  Mac  was 
best  appreciated  as  a  preview,  a  demo,  a 
scratch-and-sniff  ad  instead  of  a  bottle  of 
perfume. 

The  1984  Mac,  to  put  it  plainly,  promised 
terrific  software,  but  it  simply  lacked  the 
hardware  to  rival  the  mighty  IBM.  Apple's 
ads,  hilling  themselves  as  the  inventors  of 
the  personal  computer,  are  shameful  lies, 
but  the  Mac  team's  battle  cry  of  an  "in- 


26  Premiere  /9A'5 


r 


Photography  by  Michael  Brown 


AmigaWhrld  21 


The  central  concept  of  the 
Amiga's  architecture  is  to 
preserve  the  68000  for  the 
data-crunching  it  does  best. 
Other  support  chips  han- 
dle mundane  chores,  such 
as  reading  keyboard  input 
and  stepping  the  disk  mo- 
tor, leaving  the  68000  free 
for  better  things. 


♦ 


< 


sanely  great"  computer  is  merely  silly.  Com- 
puters are  simply  tools,  and  no  computer  is 
insanely  great.  Bach,  Hawthorne  and  filet 
mignon  may  be  insanely  great,  hut  no  com- 
puter deserves  this  accolade,  especially  not 
one  with  only  128K,  no  industry-standard 
parallel  printer  port  and  a  single  disk  drive, 
the  latter  only  slightly  quicker  than  the 
Commodore  04's  infamous  1541,  which 
'loads  data  faster  than  you  can  type  it!" 

First  Impressions 

My  cynicism  was  tested  on  April  1(1,  when 
AmigaWbrld  editors  and  I  attended  a  sneak 
preview  of  the  Amiga  at  Commodore's 
Pennsylvania  headquarters.  Except  for  hav- 
ing only  one  built-in  disk  drive  (H80K  on  a 
microfloppy  is  fabulous,  but  single  drives 
make  vital  file  and  disk  backups  a  tiresome 
process),  the  Amiga  looked  impressive — a 
nice  keyboard,  lots  of  interfaces  and  expan- 
sion ports,  a  sharp  display.  To  be  exact,  il 
looked  like  a  PC  and  worked  like  a  color 
Macintosh. 

In  order  to  keep  the  entry  price  low. 
Commodore  has  configured  the  basic- 
Amiga  as  a  256K  machine.  It  has  also 
priced  the  expansion  up  to  512K.  at  only 
$200,  So  that,  for  any  serious  user,  the  ma- 
chine will  be  typically  configured  as  a  51 2K 
machine. 

An  Amiga  engineer  showed  off  the  ultra- 
colorful  graphics,  the  smooth  movement 
and  animation  and  the  magnificent  sound 
and  music  with  a  program  that  turned  the 
Amiga  into  a  banjo,  a  snare  drum  and  a 
ballpark  organ.  Dealers  and  writers  oohed 
and  aahed:  The  Amiga  was  clearly  a  perfor- 
mance-caliber musical  instrument,  a  CAD 
(computer-aided  design)  drafting  system 
and  the  best  arcade-game  computer  ever 
designed. 

Having  awakened  at  3:45  am  to  catch  the 
plane,  I  was  cranky  and  cynical:  The  micro- 
floppy drive  wasn't  as  fast  as  an  IBM  hard 
disk,  and  we  couldn't  tell  how  the  Amiga 
would  sound  b\  itself,  without  big  stereo 
speakers  under  the  table  (where,  if  it  were 
mv  desk,  they'd  be  kicked  to  death  in  a 
week).  More  important,  what  about  every- 
day applications?  "What's  the  point?"  I  mut- 
tered to  the  writer  beside  me.  "People  don't 
use  symphonic  sound  and  animation.  They 
use  spreadsheets." 

Then,  blessedly  silencing  a  booming,  ani- 
mated bouncing  ball,  a  second  engineer  said, 
"Now  let's  turn  to  the  operating  system  and 
put  some  windows  on  the  screen,"  and  flicked 
two  windows  lo  and  from  the  display  as 
quickly  as  he  could  tap  the  mouse  button.  I 


stood  up  straightcr,  lost  my  cynical  sneer, 
gaped  lather  stupidly  and  elbowed  my  neigh- 
bors in  the  ribs.  The  Amiga  had  cracked  my 
armor — with  sheer,  naked  power. 

All  computers  are  last;  along  with  detailed 
accuracy,  speed  has  been  the  machines"  raison 
d'etre  since  the  barn-size  ballistics  plotters  oi 
World  War  II.  Even  primitive  computers  can 
perform  calculations,  format  text  and  so  on 
faster  than  any  human  or  team  of  humans 
working  by  hand. 

But  the  Amiga  is  Mazing  fast,  eerily  fast, 
pretcrnaturally  fast.  The  Apple  11  beau  an 
abacus  and  the  IBM  PC  beats  the  Apple, 
but,  watching  the  Amiga  demonstration,  all 
I  could  think  of  was  something  I  once  saw 
during  a  sports  car  race  at  Connecticut's 
Lime  Rock  Park:  A  race-prepared,  street-ille- 
gal. 500-horsepower  Corvette  thundering 
down  the  main  straightaway,  slowing  for  the 
turn,  and  then  being  passed  from  out  of  no- 
where— from  the  beginning  of  the  straight, 
a  quarter-mile  behind — by  a  knee-high, 
white,  whirring  Porsche  1135  Turbo,  Other 
micros  simply  aren't  in  the  Amiga's  class. 

Let's  Get  Technical 

There  are  two  reasons  for  the  Amiga's  su- 
perior speed.  The  first  is  its  Motorola  68000 
CPU  (central  processing  unit),  the  same 
chip  found  in  the  Macintosh  and  scores  of 
multi-user  office  systems.  The  1)81)00  han- 
dles 32  bits  of  data  at  a  lime,  though  it  fun- 
nels input  and  output    it  onl\    I  '•  bits  at  a 
lime.   I  be  IBM  PC's  Intel  8088.  b\  contrast, 
has  half  the  capacity — Ifi-bit  data,  8-bit  ad- 
dress—and its  definition  of  "at  a  time,"  the 
ticking  clock  rale  that  governs  computing 
in  liny,  discrete  steps,  is  one-third  slower. 

But.  powerful  as  il  is.  the  08000  isn't  the 
ultimate  processor:  Intel  and  Motorola  have 
made  advances,  apparent  in  IBM's  ferocious 
PC  AT  and  Apple's  rumored  "Turbo  Mac." 
And  no  chip  is  quick  enough  to  satisfy  soft- 
ware designers,  who  cry  "Faster!  Faster!" 
with  even  more  zeal  than  users  like  me. 
Such  programmers  have  pioneered  some- 
thing that  has  become  standard  practice  in 
the  PC  world,  and  it's  the  second  secret  of 
Amiga's  success:  cheating. 

Part  of  it  isn't  cheating  so  much  as  sensi- 
bly allocating  resources;  the  racer  who 
owned  that  Porsche  Turbo  didn't  use  it  for 
trips  to  the  drugstore.  The  central  concept 
of  Amiga's  architecture  is  to  present-  the 
68000  for  the  data-crunching  it  does  best. 
Other  support  chips  handle  mundane 
chores  such  as  reading  keyboard  input  and 
Stepping  the  disk  motor,  leaving  the  0800(1 
free  for  better  things  (like  a  master  chef 
who  needn't  worry  about  arranging  napkins 
and  silverware). 

The  cheating  part  involves  DMA  (direct 
memory  access),  the  trick  of  moving  data 


2X  I'remiere  1985 


through  RAM  while  bypassing  t lit.'  normal 
CPU  and  input/output  channels.  Km'  pulling 
information  cm  the  screen  ("Go  Directly  To 
Video  Port;  Do  Not  Pass  CPU"),  it  gives  a 
-speed  bonus  analogous  to  using  a  tele- 
phone hot  line  rather  than  going  through  a 
switchboard. 

It  complicates  matters  if  you're  trying  to 
make  hardware  PC-compatible — you  must 
map  obscure  byways  as  well  as  main 
roads — but  DMA  has  been  a  staple  of  IBM 
software  since  programmers  found  the  lim- 
ns ol  the  NOSH  chip  (it's  fast.  Inn  nol  fast 
enough  for  the  likes  of  Lotus  1  -2-3).  And 
die  Amiga  combines  the  speed  of  (he  (>HO(Jt) 
with  massive  amounts  of  direct  memory 
access. 

The  68000  is  aboveboard,  but  the  Amiga's 
lop  secrets  are  three  cusiom  chips  code- 
named  Agnes  (animation).  Daphne  (graph- 
ics) and  Portia  (ports,  sound  and  peripheral 
control).  Besides  things  like  Portia's  four- 
voice  sound  hardware  and  mouse/joystick 
interface,  they  contain  26  DMA  channels 
plus  an  additional  microprocessor,  called 
the  "copper"  (part  of  Agnes,  it's  the  main 
mechanism  for  controlling  the  other  two 
chips,  freeing  the  68000  from  nearly  all  the 
work  of  redrawing  the  display  and  updating 
audio  channels). 

The  most  important  DMA  channel,  also 
part  of  Agnes,  is  called  the  "blitter" — a  cir- 
cuit designed  to  draw  lines  and  copy  screen 
display  data,  moving  or  animating  images 
Caster  than  the  general-purpose  (iHOOO 
could.  Never  mind  thai  it  makes  gee-whiz 
arcade  games;  the  important  thing  about 
the  blitter  is  that  it  runs  windows,  desktop 
or  workbench  environments,  through  hard- 
ware instead  of  sluggish  software.  If  the 
rules  for  shuffling  windows  and  menus  are 
like  frequently  used  phone  numbers,  Amiga 
has  them  memorized.  Slower  systems,  like  a 
PC  running  Digital  Research's  GEM,  have  to 
look  them  up. 

It's  this  hot-rod  hardware  that  makes  the 
Amiga  quicker  than  the  Macintosh  and 
even  the  PC  AT,  both  of  which  must  process 
graphics,  sound  and  windows  through  their 
CPUs,  Combine  the  Amiga's  dedicated  de- 
sign with  the  fact  that  computers  are  swifi 
anyway  (they  yawn  and  idle  between  fast 
typists'  keystrokes),  and  you  can  see 
why  I  elbowed  my  neighbors  at  the 
demonstration. 

Do  you  think  I'm  exaggerating  about 
yawning  during  pauses?  This  68000  chip 


spends  half  its  lime  doing  iniernal  opera- 
tions instead  of  addressing  memory,  so  il 
works  at  full  speed,  although  Amiga  engi- 
neers only  allocated  it  every  other  clock 
cycle  (the  discrete  steps  I  mentioned)  dur- 
ing the  constant,  TV-style  process  of  re- 
drawing the  display  screen.  The  odd  cycles 
go  to  disk  and  audio  and  display  DMA,  and 
the  68000  musi  share  the  even  cycles  with 
the  copper  and  blitter,  which  can  hog  cycles 
during  especially  complex  or  colorful  ani- 
mation, the  one  lime  it  appreciably  slows  or 
handicaps  the  CPU. 

Even  under  these  circumstances  (whal  the 
developers'  tech  manual  cheerfully  calls  "nasty 
mode"),  the  Amiga  should  manage  lo  add  your 
spreadsheet  before  you  lose  patience.  A  clock 
cycle  takes  280  hillionths  of  a  second,  and 
there  are  226  of  them  during  each  horizontal 
scan  of  a  line  of  screen  dots. 

Yours  for  the  Tasking 

By  now,  you  must  realize  that  (he  Amiga 
chips  delegate  so  much  responsibility  that 

ihe  CPU  is  left  with  only  part-time  work, 
Most  of  the  time,  in  most  applications,  (he 
68000  will  be  as  underworked  as  a  circus 
strongman  tearing  a  Kleenex. 

To  remedy  this  waste  of  power,  here's  the 
second  thing  that  impressed  me  in  Pennsyl- 
vania: You  can  assign  the  Amiga  mulliple 
jobs,  running  more  than  one  program  at 
once.  To  use  jargon,  the  Amiga  is  a  multi- 
tasking computer  (not  lo  be  confused  with 
multi-user  systems,  which  lei  people  at  dif- 
ferent terminals  share  a  CPU).  In  fact,  it's 
more  multi-tasking  than  you  are,  or  than 
you'll  need  it  to  be. 

This  reflects  a  concept  that,  until  Amiga, 
has  been  more  common  than  true  multi- 
tasking among  personal  computers:  fore- 
ground and  background  lasks.  Priming  a 
long  document,  for  instance,  is  often  turned 
into  a  background  task  by  a  spooler  (an  ac- 
ronym for  simultaneous  peripheral  opera- 
tions on  line),  an  area  of  memory  or  a 
separate  box  that  takes  the  document  in 
one  gulp  so  the  computer  is  free  for  other 
work.  "Desk  accessories,"  made  popular  by 
the  Macintosh  and  followed  by  PC  products 
like  Borland  International's  Sidekick,  lei 
you  call  up  notepads  or  calculators  while 
using  a  program.  The  next  release  of 
AmigaDOS  will  incorporate  more  of  these 
desk  accessory  functions  to  exploit  the 
multi-tasking  capabilities  of  the  Amiga, 
thereby  enhancing  personal  productivity. 
No  doubt  many  Amiga  owners  will  use 
multitasking  in  this  simple  way;  I'll  proba- 
bly play  Pole  Position  while  priming  future 
columns.  But  multiple  Amiga  programs, 
even  those  in  windows  overlapped  or  com- 
pletely hidden  by  the  one  you're  using.  ► 


Because  of  the  A  miga  s 
speed,  multi-tasking 
operating  system,  its  ability 
to  address  12  times  the 
memory  of  the  PC  and  2.5 
times  that  of  the  AT,  and 
its  hardware  and  software 
support  for  hard  disk  and 
tape  back-up  units,  the 
Amiga  is  uniquely 
positioned  to  fulfill  the 
needs  of  the  business 
world — at  a  price  that  has 
the  competition  trembling. 


AmigaWorid  29 


* 


Integrated  software  is  a 
crusade,  in  which  the  Holy 
Grail  is  a  blank  sheet  of 
paper:  a  screen  on  which 
computer  users  can  do 
anything,  in  any  combina- 
tion, they  might  do  with  a 
pad  and  pencil.  Scribble 
some  words  near  the  top, 
put  a  graph  in  the  middle, 
tally  a  table  at  the  bottom, 
print  it  out  just  so. .  .it's  a 
gloriously  simple  idea,  but 
it's  hard  enough  to  break  a 
programmer's  heart. 


don't  wait  in  the  background  like  calcula- 
tors. They're  Cully  operational,  all  (unctions 
active,  as  if  running  by  themselves. 

As  far  as  they're  concerned,  they  are.  To 
quote  the  tech  manual,  each  multi-tasked 
program  has  a  "virtual  terminal,"  meaning 
that  the  software  thinks  it  has  a  keyboard, 
monitor  and  CPU  of  its  own.  If  I  call  you 
on  the  phone  while  you're  editing  a  report, 
you  can  switch  your  attention  to  me  often 
enough,  say  "Mm  hmm"  at  the  ends  of  my 
sentences,  to  make  me  think  I  have  your 
undivided  attention.  To  fool  computer  pro- 
grams, you  have  to  switch  very  fast,  indeed. 

The  End  of  Integration? 

The  business  environment  is  a  hungry  en- 
vironment. The  original  IBM  PC  was  intro- 
duced in  the  fall  of '81  in  a  KiK  version 
with  a  cassette  port;  it  was  the  needs  of 
power  users  that  eventually  drove  IBM  to 
introduce  the  XT  and  AT.  A  comparison  of 
the  Amiga  with  the  PC  AT  is  useful.  The  AT 
can  address  3  megabytes  (nib)  of  memory; 
the  Amiga  can  address  8  ml).  The  AT  is  the 
only  micro  in  the  IBM  line  that  supports 
multi-tasking  under  MS-DOS  3.0.  The 
Amiga  also  supports  multi-tasking.  The  AT 
has  hardware  and  software  support  (e.g., 
support  hierarchical  Tile  tiireciory)  for  a 
hard  disk.  So  docs  the  Amiga. 

The  AT,  however,  obviously  cannot  pro- 
vide any  of  the  advanced  graphics,  anima- 
tion or  sound  capabilities  that  make  the 
Amiga  so  exciting  for  vertical  markets, 
especially  design  environments  and  the  cre- 
ative arts. 

Because  of  the  Amiga's  speed,  multi-task- 
ing operating  system,  its  ability  to  address 
12  times  the  memory  of  the  PC  and  2.5 
times  that  of  the  AT,  and  its  hardware  and 
software  support  for  hard  disk  and  tape 
back-up  units,  the  Amiga  is  uniquely  posi- 
tioned to  fulfill  the  needs  of  the  business 
world — at  a  price  that  has  the  competition 
trembling. 

Commodore  has  said  that  the  Amiga  is 
the  first  in  a  family  of  products  based  upon 
the  same  technology — given  the  enormous 
capabilities  of  the  Amiga's  architecture,  it  is 
easy  to  imagine  how  subsequent  versions  of 
the  Amiga  could  be  configured  to  meet  the 
special  needs  of  the  business  community 
even  more  directly.  The  only  missing  piece 
in  the  Amiga's  hardware  strategy  for  busi- 
ness is  networking  and  telecommunications, 
which  Commodore  has  said  il  will  address 
in  the  first  half  of  L986. 


How  we  use  multi-tasking,  what  differ- 
ence il  will  make  from  day  to  day,  will  be 
one  topic  I'll  follow  in  this  column.  We've 
found  the  obvious  uses  already — to  sort  a 
lengthy  list  or  receive  telecommunications 
information  while  working  on  something 
else — but  it'll  be  fun  to  look  for  more,  to 
relate  the  Amiga's  potential  to  what  is  hu- 
manly possible. 

The  Amiga  can,  but  I  can't,  use  a  spread- 
sheet and  write  a  letter  al  the  same  mo- 
ment. But  I'd  like  to  have  both  available 
and  Hip  between  them  (though  not  as  often 
as  every  280  nanoseconds),  and  I'd  like  to 
refer  to  spreadsheet  data  in  my  letter.  This, 
though  it  may  be  cutand-paste  instead  of 
true  multi-tasking,  is  where  I  suspect  the 
Amiga  will  shine,  and  where  il  may  make 
its  most  significant  impact  aside  from 
graphics  and  sound.  It  represents  the 
triumph  of  dedicated  applications  and 
the  demise  of  integrated  software. 

Integrated  software  is  a  crusade,  in  which 
the  Holy  Orail  is  a  blank  sheet  of  paper:  a 
screen  on  which  computer  users  can  do 
anything,  in  any  combination,  they  might 
do  with  a  pad  and  pencil.  Scribble  some 
words  near  the  top,  put  a  graph  in  the  mid- 
dle, tally  a  table  at  the  bottom,  print  il  out 
just  so.  .  .it's  a  gloriously  simple  idea,  but 
it's  hard  enough  to  break  a  programmer's 
heart. 

Ovation,  an  MS-DOS  package  that  genu- 
inely seemed  to  grasp  the  "blank  page"  con- 
cept, sent  critics  into  ecstasy  in  late  1983 
previews — and  dragged  its  vendor  into 
oblivion  a  year  later,  having  never  quite 
beaten  its  bugs  or  made  it  to  the  market. 
Titans  clashed  last  summer:  Lotus's  Sym- 
phony versus  AshtonTate's  Framework. 
The  latter  won  all  around,  while  the  former 
took  the  spreadsheet  event,  but  neither 
one  has  set  the  world  on  fire. 

What's  good  about  integrated  software  is 
its  versatility,  such  as  the  freedom  to  splice 
spreadsheet  rows  into  text  files.  What's  bad 
is  that  there  has  never  been  an  integrated 
package  whose  functions  are  as  good  as  sin- 
gle-purpose programs.  The  "one  big  pro- 
gram" that  Ovation  promised  to  be  is  as 
distant  as  Einstein's  unified  field  theory;  in- 
tegrated packages  are  still  mainly  separate 
programs  tacked  together.  And,  as  long  as 
they're  buying  separate  programs,  people 
want  the  best  ones. 

Nobody  buys  Lotus  1-2-3  for  its  database 
function,  an  awkward  imposition  of  filing 
on  a  spreadsheet  format.  Some  buy  it  for  its 
graphics,  a  spreadsheet  adjunct  valuable 
enough  to  tolerate  a  separate  program  and 
disk-swapping  for  printing.  But  most  buy  it 
because  it's  a  big,  fast,  excellent  spread- 


10  i'rrmiere  1985 


sheet.  Given  the  power  to  have  several  pro- 
grams instantly  available  without  starting 
and  stopping,  I'll  wager  Amiga  owners  will 
choose  individual  excellence  over  inte- 
grated compromise.  In  effect,  Amiga  own- 
ers, using  the  machine's  multi-tasking 
capabilities,  will  be  able  to  create  their  own 
integrated  packages  using  whatever  combi- 
nations of  individual  programs  they  choose. 

Some  things  will  have  to  be  worked  out, 
of  course.  AmigaDOS  has  a  cutand -paste 
clipboard  like  the  Mac's;  software  compa- 
nies must  support  it,  with  a  common  for- 
mat for  swapping  material  between 
applications.  Separate  programs  probably 
won't  let  you  play  "what-if"  games  right  up 
till  printing  time,  though  it  would  be  ideal 
if  changing  the  spreadsheet  on  page  2  auto- 
matically redrew  the  graph  on  page  5.  Inte- 
grated software  fans  complain  that  learning 
different  programs  is  a  chore;  presumably, 
Amiga  commands  will  be  at  least  similar, 
with  the  mouse  and  menus.  Besides,  thou- 
sands of  folks  use  1-2*3  and  WordStar, 
which  haven't  a  command  in  common. 


< 


The  early  deadline  has  made  this  an  atyp- 
ical column;  I've  indulged  my  love  of  tech- 
nical explanations  and  sweeping  generalities, 
but  I  haven't  had  the  chance  to  test  any 
Amiga  software.  I'll  have  more  to  say  about 
software  in  the  future,  though,  preferably  in 
conjunction  w:ith  an  exciting  new  product 
that  AmigaW'orld  has  promised  me  first  crack 
at.  If  it's  available,  it'll  be  the  star  of  next 
issue's  column;  if  not,  I  should  at  least  have 
gained  more  hands-on  experience  to  back 
my  windy  generalizations. 

Once  we  learn  about  its  site  and  strategy 
in  a  Big  Blue  world,  we  can  turn  to  the 
Amiga  as  a  star  in  its  own  right:  a  machine 
that  can  not  only  do  brand-new  things  (e.g., 
using  voice  synthesis  as  part  of  a  super  tele- 
communications system  or  presenting 
boardroom  demonstrations  with  animated 
graphics,  music  and  narration),  but  that  will 


4 


1 


also  let  us  do  traditional  things  in  brand- 
new  ways.  It's  not  insanely  great,  but  it's  the 
most  impressive  microcomputer  hardware 
I've  seen.  I'm  looking  forward  to  writing 
about  it. 

Writing,  that  is,  with  a  word  processing 
program,  working  on  one  document  in  one 
window.  I'm  a  conservative  about  some 
things.  ■ 


Address  all  author  correspondence  to 

John  Pandaris,  r/n  AmigaWorld  editorial,  80 

Pine  St.,  Peterborough.  NH  03458. 


Circle  30  on  Reader  Service  card. 


SOUNDS  GOOD  TO  US 


PCP 


THANKS  COMMODORE-AMIGA™!! 

EVERYWARE",  producers  of  MU.SiCRAIT'",  the  quality  music  program  for  the  new  Amiga"  Computer,  would  like  to  take  this  opportunity 
to  congratulate  Commodore  and  the  team  at  Amiga  for  a  job  welt  done. 


To  find  out  more  about  our  products  for  the  Amiga,  fill  mi!  the  form  below.  For  a  charter  subscription  io  our  newsletter,  enclose  si  2.00  V.  s  <»1S  ihi  foreign)  You  will  learn  about  sound 
jnd  graphics  tips  and  tricks  plus  all  the  late  breaking  news  about  the  Amiga.  Hl.'KKY  and  take  advantage  of  this  introductory  offer. 

□  Musieraft 

D  Musieraft  Albums 


□  MIDI  Controller  Software 
D  6-Jft  *   200  Oraphic  System 


n  Newsletter 
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EVERYWARE,   INC.    •  Sound  &  Graphic  Software  •  P.O.  Box  3-S18  •  Northridge,  CA.  •  9!32J 


AmwJ-  M.„„-,.,  m  -™km»k,..r<.  .„,„»*]„„  ,„,„.,  ,„    .-ax-j-m-k  ,  t„dcmJlk  lM|,„,„i,,.,c4hn0  ,;„„,,„,!,„  .  •:„„•„,„.  bH  ,,„„„!  JoiliJlrf  „„h  ,  ,„„„„.!„„.„ 


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AmigaWorld  31 


AmigaWorld 

Sophisticated,  Stimulating,  and  System-specific 


When  you  use  the  most  sophisticated  and  exciting 
computer  on  the  market  today,  you  deserve  an  equally 
sophisticated  and  exciting  companion  magazine. 

Introducing  AmigaWorld,  published  by 
CW  Communications/Peterborough,  the  leader  in  qual- 
ity computer  publications.  It's  the  only  magazine  for 
Amiga  users. 

AmigaWorld 's  clearly-written  features  help  new  users 
take  full  advantage  of  the  newest  Commodore.  Plus, 
lively  and  fully-illustrated  articles  offer  inspiration  to 
everyone  who  wants  to  be  creative  while  learning. 

You'll  get  outstanding  color  reproduction  on  high- 
quality,  oversized  pages.  Instead  of  a  reasonable  facsim- 
ile, you'll  see  true-to-life  examples  of  the  Amiga's  color- 
ful graphics! 


y,f,,Yl  ,'Vl  ,',',',17' 

i'  i~  /'  r"  i'  J    i    j    i    i    r    I..L    I 
j"  ;    i    j    fill    i    i    r    !        I 

tT^~  ^~  ¥  u  u  *  M   r    i         III 

1/    f     111 


ff 


— 


Magazine 


Making  the  Amiga  Work  For  You 

With  unrivaled  graphics  and  sound  capabilities,  the 
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In  each  issue,  AmigaWorld  authors  will  guide  you 
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359R2 


Arktronics  Corporation 

creator  of 


Textcraft 

the  Amiga  Wordprocessor 


congratulates 

Commodore-Amiga  on  the  introduction 
of  its  exciting  new  product. 


Look  forward  to  myriad  product  offerings  from 
the  Arktronics  Corporation 


Circle  10  on  Reader  Service  card. 


Textcraft  and  Amiga  are  trademarks  of  Commodore-Amiga  Incorporated 


Gneativitu 


AMIGA 


What  If. 


Either  you  already  own  an  Amiga  personal  computer, 
or  you  are  thinking  about  buying  one.  Why.'  Probably 
for  a  number  of  reasons.  Computers  of  any  sort  can  be 
valuable  tools  for  writing,  storing  information,  telecom- 
munications, games  and  hundreds  of  oilier  things.  But 
why  an  Amiga?  The  price  is  a  definite  plus.  Not  many 
other  computers  can  offer  even  a  quarter  of  the  Ami- 
ga's features  at  twice  the  price. 

The  Amiga  can  do  ail  the  things  that  other  personal 
computers  can  do.  only  faster,  better  and  cheaper.  The 
Amiga  can  address  more  memory  (and  can  therefore 
run  larger  spreadsheets)  titan  the  IBM  PC  It's  easier  lo 
use  and  offers  far  more  features  than  the  Macintosh. 
And,  the  traditional  database  management,  word  pro- 
cessing, accounting,  inventory  controlling,  mailing  lists, 
telecommunications,  forecasting,  modeling,  simulations 
and  number  crunching  can  all  be  handled  with  the 
Amiga.  And  you  never  have  to  lake  il  for  walks. 

The  graphics  capabilities  of  the  Amiga  are  far  be- 
yond anv  other  computer  costing  under  S20,000,  and 
the  sound  and  musical  qualities  are  also  remarkable. 
The  B8(tO()  chip  is  a  powerful  processor,  able  to  leap 
tall  calculations  in  a  single  keystroke,  but  there  are 
other  capabilities  of  ibis  machine  thai  are  not  (mile  so 
easy  to  see. 

With  llie  MIDI  interface  scheduled  to  he  mil  some- 
time in  I'.IMf),  i he  Amiga  will  be  able  to  interface  with 
the  most  advanced  electronic  musical  instruments. 
Combine  this  with  die  already  impressive  array  of  musi- 
cal instruments  and  sounds  built  into  die  Amiga,  and 
you  have  the  ability  to  orchestrate  a  musician's  dream 
ol  synthesized,  professional  quality  music.  All  for  well 
below  sound  studio  prices. 

With  that  kind  of  sound  editing  and  generating  equip- 
ment available  at  a  reasonable  cost,  the  Amiga  should 
spark  renewed  interest  in  music  from  a  classical  stand- 
point. People  will  be  more  inclined  to  buy  themselves 
and  [heir  children  electronic  keyboards,  drums  and  syn- 
thesizers, with  software  to  help  them  learn,  al  a  price  less 
than  a  second-hand  piano.  The  Amiga  could  also  influ- 


ence the  music  of  the  future.  Given  the  ability  to  gener- 
ate custom  sounds  and  even  custom  "instruments"  the 
Amiga  looks  like  a  strong  candidate  as  the  new  musi- 
cian's tool  of  choice,  expanding  the  "one-man-band"  con- 
cept far  beyond  what  anyone  thought  was  possible. 

Companies  working  on  music  software  are  also  going 
to  bring  new  turns  to  the  world  of  sound  and  music.  Peo- 
ple will  be  able  to  create  pieces  that  cannot  be  played 
with  anything  other  than  a  computer.  We'll  hear  melo- 
dies so  complex  that  no  human  fingers  could  work  fast 
enough,  on  strings  or  keys,  lo  play  them.  But  the  Amiga 
will  play  them  perfectly  every  time. 

The  Amiga's  built-in  voice  synthesis  will  change  the 
way  we  use  computers.  There  have  already  been  a  few 
pioneering  software  and  hardware  manufacturers  who 
have  worked  on  the  integration  of  voice  and  software, 
but  now  that  it  is  within  easy  reach  of  anyone  with  an 
Amiga,  1  think  that  there  will  be  some  remarkable 
things  done  in  many  areas.  The  educational  aspects  of 
a  talking  computer,  combined  with  some  innovative 
leaching  programs  (not  just  drill-and-practice  exercises), 
means  that  students  will  be  able  [o  learn  new  languages 
at  their  own  rale,  learn  how  to  read  and  write,  have  the 
computer  teach  them  about  computers  or  any  of  a 
thousand  oilier  things.  It's  not  hard  lo  foresee  a  lime  in 
the  near  future  (one  or  iwo  years  at  most)  when  the 
Amiga  as  a  tutor  will  supplement  public  school  teachers 
in  many  areas  where  personalized  instruction  is  prefer- 
able lo  a  classroom  environment 

But  the  graphics.  Ah.  .  .the  graphics!  The  Amiga  is 
going  to  out-shine  any  and  all  in  this  area,  and  Amiga 
owners  are  about  lo  take  the  rides  of  their  lives — into  a 
new  world  of  interactive  animation,  sounds  and  colors, 
streaming  bv  in  an  arcade  like  blast  or  drifting  leisurely 
in  detailed  splendor,  matched  only  by  Disney  and  his 
artists.  The  Amiga  can  do  all  this  and  more,  if  asked. 


16  l'i 


/9.S,:> 


Illustration  by  Matthew  Foster 


AmigaWorld  31 


Ah.  .  .  the  graphics! 
Amiga  owners  are  about 
to  take  the  rides  of  their 
lives — into  a  new  world 
of  interactive  animation 
and  color. 


.md  people  will  ask.  There  is  Finally  an  afforahle  com- 
puter than  can  do  the  kinds  of  things  that  software  de- 
signers have  concocted  in  their  imaginations,  hill 
haven't  been  able  to  execute  with  existing  hardware. 
Games  conceived  and  written  long  ago.  which  were  left 
on  the  drawing  board,  will  finally  see  the  light  of  a 
color  monitor  thanks  to  die  Amiga. 

Digging  a  bit  deeper  inio  the  Amiga  is  like  owning 
an  expensive  car  for  (be  fust  lime.  There  are  plenty  of 
bidden  features  and  little  things,  which  show  that  some- 
one has  taken  his  time  in  designing  this  machine.  All  of 
this  adds  up  to  more  than  anything  else  on  the  market. 

The  people  who  buy  Amigas  for  office  or  home  use 
will  probably  not  encounter  things  built  into  the  Amiga 
to  provide  software  and  hardware  manufacturers  with 
open  architecture  and  an  easy  programming  environ- 
ment. For  a  developer,  having  full  access  to  the  (iHO(K) 
bus  through  the  expansion  pori  and  direct  memory  ac- 
cess of  up  to  eight  megabytes  are  jusi  two  elements  of 
Amiga  design  that  make  the  machine  special.  Other 
outstanding  features  include  the  custom  VLSI  chips, 
which  handle  such  things  as  graphics,  color,  animation, 
music  and  speech  synthesis. 

Programmers  have  the  option  to  develop  on  host  ma- 
chines, like  the  IBM  PC.  Sun  Systems  or  on  ibe  Amiga 
as  a  liosi  computer,  and  easib  convert  Apple  Macintosh 
software  to  run  on  the  Amiga,  bv  making  use  of  hard- 
ware drivers  for  the  screen,  input/output  functions,  etc., 
and  a  large  library  of  ROM  routines.  The  ROM  library 
is  also  a  clever  way  to  ensure  compatibility  with  future 
versions  of  the  Amiga.  They  may  add  new  chips  and 
features  to  the  next  generation  of  Amigas.  but  thev 
plan  to  keep  the  same  ROM  calls,  entry  points  and  re- 
sults. Current  software  will  run  on  a  next-generation 
Amiga,  even  if  the  software  doesn't  make  use  of  all  the 
new  features  thai  Commodore  niiglit  cook  up. 

A  multi-tasking  operating  system,  windows,  variable 
color  and  screen  resolutions,  icons,  pop-down  menus,  a 
two-button  mouse  and  other  standard  features  of  the 
Amiga  add  to  the  developer's  list  of  reasons  for  want- 
ing to  work  on  the  Amiga.  The  fact  that  the  Amiga  is 
the  first  fully  developed  multitasking  personal  com- 
puter below  the  Unix  environment  is  enough  incentive 
for  many  developers.  But  apart  from  the  built-in  hard- 
ware bonuses,  there  is  another  non-hardware  plus  in 
working  with  the  Amiga — the  company  itself.  Many  de- 
velopers have  said  that  they  are  getting  a  great  deal  of  sup- 
port and  expert  advice  in  almost  every  field  from  the 
people  at  Commodore-Amiga.  This  is  going  to  make  quite 
a  difference  to  everyone  working  on  new  products. 

Indirectly,  these  factors  will  have  an  impact  on  tin- 
rest  of  us  mortals  who  will  be  using  the  machine.  Since 
the  Amiga  is  such  an  attractive  computer  for  devel- 
opers of  software  and  hardware,  many  new  products 
will  appear  on  retailers'  shelves.  Since  the  Amiga  has 
features  that  no  other  computer  can  offer,  developers 
will  be  exploring  the  boundaries  of  the  machine.  Like 
the  software  writers  who  have  been  kicking  ideas 
around  for  a  long  lime  but  couldn't  implement  them 


>$  Premiere  W^ 


Wioductivitu 


AMIGA 


because  of  hardware  limitations,  there  are  also  hard- 
ware manufacturers  who  have  had  ideas  for  peripherals 
that  only  now  can  be  put  into  action. 

The  Amiga  is  a  challenge  for  them  in  many  ways. 
Since  the  machine  will  be  priced  lower  than  any  other 
machine  with  similar  features,  hardware  and  software 
manufacturers  will  have  to  try  to  keep  prices  down.  As 
a  result,  this  should  bring  a  number  of  products  into  a 
broader  market.  Products  that  were  previously  sold  ex- 
clusively to  small  numbers  of  people  using  expensive 
computers  can  now  be  sold  to  a  wider  range  of  users. 


some  of  these  phenomena  out  of  the  multi-million  dol- 
lar sound  studios  and  into  homes.  Video  animation  and 
special  effects  will  not  be  restricted  to  Hollywood  pro- 
ductions, such  as  Star  Wars  and  TROX.  Before  long,  it 
won't  cost  a  fortune  to  create  your  own  "high-tech"  spe- 
cial effects  or  make  your  own  MTV  videos.  Digitized 
images  printed  on  T-shirts  won't  be  a  shopping  mall 
novelty  for  long. 

Of  course,  there  won't  be  many  people  who  will  want 
to  do  all  of  these  things  with  their  Amigas.  but  there 
will  be  thousands  of  people  who  will  buy  the  computer 


Not  onlv  will  this  spur  the  development  ol  new  kinds 
of  software  and  hardware,  but  it  will  also  mean  that 
more  people  will  see  some  of  the  work  that  has  already 
been  done  on  much  more  expensive  machines.  Com- 
puter-Aided Design  and  Computer-Aided  Engineering 
software  has  been  around  for  a  few  years,  but  most  of 
the  really  remarkable  things  that  have  been  done  in 
these  areas  haven't  been  seen  by  the  majority  of  per- 
sonal computer  owners. 

Electronic  music  has  exploded  with  new.  sophisti- 
cated breakthroughs,  and  now  the  Amiga  will  bring 


for  one  or  two  of  these  reasons.  The  vertical  markets 
are  where  the  Amiga  will  shine. 

Anv  business  will  find  that  an  Amiga  is  a  worthwhile 
investment.  If  nothing  more,  the  Amiga,  with  a  business 
graphics  package,  will  produce  professional  <|U.ility 
charts  and  graphs  in  minutes.  Enter  the  values  and 
click  a  button,  and  you  have  a  bar  chart  all  filled  in 
and  ready  to  print.  Not  quite  what  you  had  in  mind? 
Click  the  button  a  few  more  times,  and  you  have  a  pie 
chart,  an  exploded  pie  chart  and  an  exploded  three- 
dimensional  pie  chart.  All  within  a  few  moments  of  sit- 
ting down  at  the  machine.  The  Amiga  produces  clean, 
sharp,  professional-quality  reports,  papers  and  propos- 
als. And  if  the  boss  doesn't  like  it,  a  few  minutes  on  the 
Amiga  is  all  it  takes  to  change  the  report.  Anything  that 


Illustration  by  Jack  Haeger 


■til  Premiere  1985 


'Enable  is  everything 
Symphony  hoped  to  be!' 


"Quice  simply,  this  package  has  so  many  outstanding 
attributes  that  even  the  worst  skeptics  of  integrated 
software  have  to  be  impressed.  The  spreadsheet  is  very 
close  to  1-2-3;  the  word  processor  combines  the  best 
thinking  of  WordStar,  MultiMate,  Volkswriter,  and 
Easy  Writer;  the  data  base  offers  the  functionality  of 
dBASE  II,  but  with  many  of  the  ease-of-use  features  of 
PowerBase;  and  the  program  offers  business  graphics 
and  telecommunication.  Taken  as  a  whole,  Enable 
surpasses  the  functionality  of  Symphony,  Framework, 
Aura  and  Open  Access'.' 

IBM  PC  Update 

December.  1984 

" ...  as  powerful  as  a  collection  of  stand-alone  programs, 
and  it  offers  the  benefits  of  integration  to  boot.  What's 
more,  it  runs  in  only  192K  bytes  of  memory'.' 

ComputerWorld 

March  20.  1985 

"Offering  true  integration  among  all  of  its  applications 
modules. . .  [Enable  is]  a  powerful  production  tool 
that  can  serve  everyone  in  the  office,  from  data  entry 
personnel  to  the  vice-president  of  marketing.  Each 
module  could  stand  as  a  full-powered  application  in  its 
own  right'.' 

PC  Magazine 

February  19.  1985 

"Enable  is  one  of  those  programs  that  can  be  up  and 
running  with  most  of  the  fearures  you  need  in  a  few 
hours.  As  you  need  more,  you  can  get  deeper  into  the 
program  and  learn  at  your  own  pace'.' 
InfoWorld 
January  21 .  1985 

Enable  first  in  "Performance"  rating— including  speed 

and  capacity  of  all  modules  tested.  Enable  first  in 
"Versatility"  rating-including  power  and  functionality 

of  all  modules  tested.  Enable  rated  first  in  overall 

evaluation  of  the  word  processor  module. 

Software  Digest  Ratings  Newsletter 
Rating  oj  15  Integrated  Products 
December.  1 984 


PC  Magazine  February  19,  1985 

"Enable,  a  five-function  integrated  system  from  The 
Software  Group,  merits  a  close  look  by  any  individual 
or  organization  interested  in  a  solid  package  that  is 
well  balanced  in  all  of  its  applications'." 
Popular  Computing 
March,  1985,  Paul  Goldner.  Raymond  Heed, 
Yoram  Lirtzman.  Michael  Wilding 

" ...  if  an  office  is  looking  to  step  up  to  across-the-board 
integration  with  a  multitude  of  functions. . .  this  is  the 
one  program  to  seriously  consider'' 

Personal  Computing 

March.  1985 

"Enable  welds  its  five  applications  together  with 
outstanding  integrity-yet  each  is  exceptionally  full- 
functioned  in  its  own  right'.' 

Business  Computer  Systems 

January.  19S5 

"Enable . . .  may  be  the  first  program  to  make  you  give 
up  your  dog-eared  WordStar,  dBASE  II,  Smartcom 
and  Lotus  1-2-3  disks!' 

Business  Software 
April,  1985 

"Enable  may  legitimately  claim  to  be  the  only  package 
you'll  ever  need'.' 

Computer  Buyers  Guide 
and  Handbook 

November.  1984 


Integrated 

software  is  no  longer 

a  matter  of 

choosing  which  compromises 

to  live  with. 


integration  without  compromise 


©Copyright  1985,  '["he  Software  Croup.  Nonhway  Ten  Executive  Parte,  BaUsfion  lake,  New  York  12019 

Traikmirfc*:  Enable  ■    The  Software  Group:  IBM  PC.  IBM  AT—  International  Ikisinew  Machines  Gxp.;  Vulkswriter  -   IJfetrce  Software.  Inc  :  EasyVlnter  —  lnlbnnaii:>n  Unlimited  Software,  Inc.; 

wiin.tSLir—  MicroPro  Intemaiinna!  C>wpfinitn>n ;  dliV-h"  n,  dliASF,  III,  Framework  —  AshtonTate.  Symphony,  12  3,  k*us  —  Utfi^r^rlopment  Girptiiatitin;  MuIriMaie  —  Softwunl  Systems.  Inc.:  Aura  —  Softrend, 

Open  Actress  —  Software  Products  International.  Inc  ;  SmarUom  —  Hayes  MtCJOCOmplKf  Products,  Inc.;  VT  100  —  Digital  Equipment  Gxpmiiiwi:  Pawct&BC  —  PoWHtte  Systems 


Circle  15  on  Reader  Service  card, 


The  A  miiyi  inn  do  all 
the  things  thai  other  per- 
sonal cam/niters  ran 
do — only  faster,  bt'tter 
und  cheaper. 


requires  charts,  graphs,  diagrams,  illustrations  and  even 
pictures,  ran  he  done  on  the  Amiga.  With  a  video  cam- 
era and  a  frame  grabber,  complete  repair  manuals 
could  he  composed  in-house,  complete  with  labels,  ar- 
rows, footnotes,  etc.  The  Amiga  can  go  all  the  way  from 
eye-grabbing  bulletin  hoard  messages  to  multi-volume 
publications. 

But  you're  nol  limited  to  the  printed  page,  either. 
Imagine  a  presentation  where  graphs  change  over  time, 
where  you  can  show  the  "what  ifs"  of  a  changing  mar- 
ket or  product,  a  new  idea,  an  improvement,  an  altera- 
tion, an  add-on  to  existing  machinery  or  changes  in 
personnel  or  office  space.  All  of  this  can  be  done  in 
cnlcr  and  data  can  he  changed  in  minutes. 

The  Amiga  will  be  an  incredible  "what  if"  machine 
in  planning.  The  machinery  in  a  manufacturing  plant 
or  living  room  furniture  can  be  arranged  on-screen 
first.  You  can  arrange  the  pieces  of  a  puzzle,  any  size 
puzzle,  from  scrambled  words  to  arrangements  of 
charmed  quarks.  Designing  can  be  a  certain,  carefully 
calculated,  one-engineer  affair  or  the  collaborative 
brain-storming  of  a  committee,  all  done  with  a  mouse, 
digitizing  tablet  or  light  pen — quickly,  cleanly  and  with 


the  option  of  starting  over  or  printing  out  the  results 
on  hard  copy,  color  hard  copy,  slides  or  videotape. 

Designers  of  anything  will  find  that  the  Amiga,  with 
the  right  software,  is  the  ultimate  design  processor  from 
the  initial  inspiration  to  the  finished  product.  Virtually 
anything  can  be  designed  with  the  Amiga — machinery, 
clothing,  electronic  circuits,  parts  for  anything,  doilies, 
cabinets,  toys,  weapons,  cars,  vacations,  bicycles,  tarrot 
cards,  greeting  cards,  business  cards,  story  boards,  game 
boards,  diving  boards,  emery  boards,  board  rooms,  flow 
charts,  ocean  charts,  three-dimensional  charts  and  maps, 
wall  charts,  etc. 

With  the  Amiga's  easily  accessible,  built-in  speech  syn- 
thesis, self-documenting  software  will  become  self-explain- 
ing software.  The  music  and  sound  features  will  be  a  hoi  in 
for  performers,  composers,  audio-philes,  audio  engineers, 
jingle  writers,  symphony  writers,  radio  stations,  television 
stations,  recording  studios,  record  companies,  language 
labs  in  schools,  musical  instrument  manufacturers,  music 
video  producers  and  movie  producers.  We'll  all  rise  for  our 
national  anthem  played  on  an  Amiga,  send  singing  Amiga- 
grams  (electronically),  make  sound  tracks  for  home  video, 
record  telephone  messages,  use  talking  alarms  and  security 
systems  that  can  call  the  police  or  fire  department,  and  so 
on  and  on.  .  . . 


42  Premiere  1985 


With  the  Amiga,  Com- 
fmter-Aideil  Design  soft- 
ware will  reach  a 
broader  market. 


I'm  just  having  a  little  bit  of  tun  here,  bui  everything 
mentioned  is  not  only  possible,  but  probable.  Look 
around  you.  Just  about  everything  you  see  could  have 
been  designed  using  an  Amiga,  fust  about  anything  on 
paper  could  have  been  produced  with  an  Amiga,  [ust 
about  everything  you  see  on  TV  could  be  enhanced  us- 
ing an  Amiga.  There  are  other  computers  thai  can  do 
these  things,  and  there  are  some  computers  that  can 
outperform  the  Amiga  in  certain  areas,  but  there  isn't  a 
computer  anywhere  that  can  match  the  Amiga  feature 
lot  feature,  ai  an\  price  (lei  alone  the   Vmiga\  price). 
The  Amiga  is  a  launching  pad  for  hardware,  software 
and  a  score  of  tilings  that  haven't  been  invented  yet. 

Some  people  may  never  do  more  than  write  memos 
wish  the  Amiga,  while  many  more  will  see  the  possibili- 
ties and  begin  explorations.  If  this  is  all  a  bil  too  much 
to  swallow  then  lake  half  a  step  backward.  Ai  the  very 
minimum,  the  Amiga  is  stale  of  the  art.  A  very  good 
computer  at  a  very  good  price.  It's  easy  to  use.  there's  a 
solid  company  behind  ii  and  enough  software  to  put 
the  machine  through  its  paces  in  half  a  dozen  applica- 
tion areas.  It's  upgradable,  expandable  attd  not  bad 
looking.  Have  I  forgotten  anything?  ■ 

GSW 

Address  all  author  correspondence  In  Guy  Wright,  c/n 
AmigaWorld  editorial.  HO  Pine  St..  Peterborough.  XI 1  03458. 


Illustration  by  Island  Graphics 


AmigaWorld  43 


Amazing/Graphics 


We  had  the  Amiga  set  a  table  filled 
with  graphics  appetizers  and  visual 
delicacies  to  give  you  a  taste  of  form, 
shape  and  color.  Bon  app'etit! 


Somehow,  "amazing  graphics"  doesn't  say  enough 
about  (lie  Amiga's  visual  capabilities.  It's  like  saying 
Bach  was  an  audio  engineer  or  Shakespeare  was  just  a 
manipulator  of  text.  But  the  Amiga  does  have  amazing 
graphics  and  when  reading  about  it,  you'll  encounter 
thai  phrase  a  number  of  times. 

Since  the  Amiga's  graphics  are  such  a  predominant 
feature,  there  will  be  numerous  references  to  the  4,096 
different  colors  available;  the  640x400,  640x200  (with 
16  colors)  and  the  320x200  (with  32  colors)  resolution 
modes;  the  seven  layers  of  sprites;  and  the  dedicated 
graphics  chips  that  make  highspeed  animation  possible 
(without  using  any  of  the  68000's  impressive  speed). 
And  there'll  be  talk  of  bit  blitters,  NTSC  video  output, 
frame  grabbers  and  gen  lock  add-ons  (planned  for  the 
future). 

Bui  what  does  all  this  mean  to  the  user  in  the  home 
or  office?  (How  many  colors  do  you  need  for  a  data- 
base or  spreadsheet,  and  just  what  is  a  frame  grabber 
anyway?)  It  all  boils  down  to — you  guessed  it — amazing 
graphics.  Take  the  pieces  a  few  at  a  time. 

First,  4,096  colors.  That  doesn't  take  much  explain- 
ing. There  are  only  a  few  personal  computers  anywhere 
that  can  match  that  number.  You  won't  be  able  to  put 
all  4,096  colors  on  the  screen  at  one  time  with  the  basic 
Graphicraft  package,  but  you'll  be  able  to  put  any  32 
of  those  colors  on  the  screen  at  once.  And  with  a  small 
amount  of  programming  wizardry,  you  can  expect  to 
see  commercial  programs  using  hundreds  (maybe  thou- 
sands) of  colors  at  one  time.  (A  quick  note:  Island 
Graphics,  the  company  that  developed  Graphicraft,  is 
working  on  some  advanced  graphics  programs  that  will 
make  all  other  graphics  programs  look  like  paint-by- 
numbers.) 

What  about  the  resolution  modes?  In  the  case  of 
graphics,  the  higher  the  resolution — the  more  pixels  in 
a  matrix — the  better.  A  pixel  is  a  dot  on  the  screen;  it 


can  be  the  size  of  a  period  or  larger.  It's  the  difference 
between  drawing  with  a  fine-point  pen  or  drawing  with 
a  magic  marker.  And,  by  the  way,  low  resolution  on  the 
Amiga  (320  x  200)  is  the  highest  resolution  achievable 
on  most  other  home  computers. 

What  about  sprites?  A  sprite  is  a  block  of  graphics 
information  that  the  computer  treats  as  a  single  unit. 
For  instance,  if  you  want  the  letter  A  printed  on  the 
screen,  the  computer  goes  to  a  master  list  of  characters, 
pulls  out  the  pattern  of  dots  necessary  to  form  the  let- 
ter and  puts  the  whole  block  pattern  on  the  screen.  A 
sprite  is  just  a  larger  version  of  a  character-block  pat- 
tern. The  advantage  is  that  you  don't  have  to  keep 
drawing  the  same  object  over  and  over  each  time  you 
want  to  move  it  around  the  screen.  You  just  instruct  the 
computer  to  draw  it  in  a  particular  place,  then  issue 
movement  commands  to  place  it  wherever  you  want. 
The  result  is  faster  and  smoother  animation. 

But  that  isn't  where  the  idea  stops.  Sprites  are  usually 
one  size  when  defined  (or  added  to  the  master  list)  and 
even  though  the  computer  can  expand  the  size  of  a 
sprite  vertically  or  horizontally,  what  happens  when  you 
want  something  larger  and  more  detailed?  You  could 
combine  sprites  to  form  larger  images,  but  the  Amiga  is 
more  versatile,  letting  you  define  any  size  area  as  a 
block,  which  the  computer  treats  as  a  sprite,  so  you  can 
move  it  around  on  the  screen  as  you  like.  To  accom- 
plish this  feat,  the  Amiga  uses  something  called  a  blit- 
ter.  To  put  it  simply,  the  blitter  moves  blocks  of 
information  around  in  the  computer  very  quickly  and 
bit  by  bit.  if  you  wish. 

On  top  of  these  sprites  and  blocks  and  bit  blitters,  there 
are  priority  levels  (where  sprites  can  pass  in  front  of  or 
behind  other  sprites)  and  even  transparencies  (where  you 
can  see  through  sections  of  sprites  and  view  objects  that 
pass  behind  them).  All  of  these  special  effects  are  done 
without  bothering  the  68000  chip,  so  the  68000  can  worry 
about  other  tasks,  such  as  calculating  the  angles  of  refrac- 
tion in  an  optical  modeling  simulation;  the  graphics  chip 
will  handle  the  actual  display  of  a  lens  being  rotated 
through  intersecting,  multicolored  laser  beams.  I 


4-t  Premiere  1985 


I 


Ec 


M 


N 


H 


The  last  few  add-ons  mentioned  above,  the  gen  lock 
and  frame  grabber,  wouldn't  be  possible  if"  the  Amiga 
weren't  up  to  NTSC  standards  (NTSC  is  a  television 
standard  in  this  country).  A  gen-locking  device  lets  you 
mix  video  signals  (don't  ask  me  how),  and  a  frame  grab- 
ber can  take  a  single  video  frame,  digitize  it  and  feed  it 
into  the  computer.  So  what?  So  take  your  home  video 
tape  recorder  and  superimpose  graphics  and  titles  over 
your  newest  product  as  it  rolls  off  the  assembly  line,  or 
take  a  single  frame  of  your  Aunt  Maude,  draw  a  mus- 
tache on  her  (or  airbrush  it  out  if  she  already  has  one) 
and  print  the  results  on  your  printer. 

Much  Ado  About . .  .  Much 

All  these  fancy  features  mean  that,  graphically,  the 
Amiga  can  do  it — sharper,  faster,  easier,  in  more  detail, 
with  more  colors  and  in  more  ways  than  any  other  sin- 
gle computer  ever  made.  If  you  just  want  to  draw  pic- 
tures, the  Amiga  gives  you  more  options  than  any  other 
personal  computer.  If  you  want  to  see  outstanding  ani- 
mation, the  Amiga,  right  out  of  the  box,  will  out-per- 
form anything  in  its  class. 

Airsickness  bags  included  with  flight  simulator  soft- 
ware? Exploded,  3-D,  color  pic  charts?  No  problem. 


Previous  page:  The 
Mandrill.  A  digitized 
photograph  showing  the 
range  of  colors  and 
detail  possible  on  the 
Amiga.  Above:  Basic 
circle,  triangle,  square 
and  lines.  Right:  Any 
thickness  of  line,  brush 
stroke  or  pattern  can  be 
combined  with  various 
graphic  tools  such  as 
ellipses,  curves,  circles, 
etc. 

46  Premiere  1985 


Illustrations  by  Glenn  Suokko 


How  about  a  videotaped  walking  tour  of  an  assembly 
ine?  You  can  freeze  the  frames,  label  items  with  clean 
iiroivs  and  descriptions  and  even  add  graphics.  Print 
Hit  these  frames  and  include  diem  in  a  report  or  train- 
ng  manual.  Why  do  you  need  graphics  capabilities  in  a 
jusinessr'  Well,  how  much  do  you  want  to  show  that 
:an't  be  done  on  a  normal  typewriter?  How  much  time 
>r  money  have  you  spent  on  training,  charts,  graphs, 
presentations,  logos  and  designings- 
Create  your  own  ads,  logos,  charts,  graphs,  illustrated 
eports,  music  videos  and  store  displays.  The  Amiga  is 
i  design  processor  for  visual  images  when  words  aren't 
■nough. 

These  pages  are  just  the  tip  of  a  very  large,  very  col- 
irful  iceberg.  All  done  on  an  Amiga.  All  designed  to 
how  you  a  sampling  of  the  graphics  possible  on  this 
nachine.  In  later  issues,  we'll  continue  to  look  at  and 
xplore  the  Amiga's  graphics  in  more  detail,  but  to 
tart,  we  thought  we'd  just  touch  on  some  of  the  fea- 
ures.  Let  the  Amiga  do  a  little  showing  off  for  the  cam- 
ras.  Flip  a  page  or  two  and  see  what  we  mean. 

We  don't  really  need  to  say  it  again,  but  what  the 
leek.  The  Amiga  has  amazing  graphics!  ■ 


AmigaWbrld  47 


AMAZINGGRAPHICS 


Right:  Freehand  color 
cycle  using  largest  brush 
stroke.  Opposite  page, 
top  left:  Pentagon  done 
with  a  three-dot  brush. 
Opposite  page,  bottom 
left:  Color  cycle  airbrush 
with  dotted  line. 


48  Premiere  198? 


AmigaWbrld  49 


M 


N 


H 


Above:  Cycle- filled 
ellipses.  Right: 
Repealing  curves  with 
two  fixed  points. 


50  Premiere  1985 


AmigaWbrld  51 


M 


I  N 


H  I  C  S 


52  Ihemiere  1985 


Opposite  page,  bottom: 
Beginning  to  put  it  all 
together.  This  page,  top: 
Octagons  with  shades  of 
blue  color  cycling.  Left: 
Color  cycle  filled 
rectangles  with  solid 
squares  and  linear 
rectangle. 


Amigattbrld  53 


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Opposite  page: 
Overlapping  various 
brush  strokes.  Above: 
Freehand  drawing  with 
the  largest  brush  stroke 
and  dotted  line. 


AmigaWbrld  55 


Stimulating  Simulations: 
Electronic  Arts  Gets  Involved 
with  the  Amiga 


By  Jim  Forbes 


Entertainment  is  serious 
business  for  Electronic  Arts, 
which  boasts  some  of  the  best 
Amiga  programs  and  program- 
mers. Find  out  how  the  com- 
pany's unique  attitudes  and 
innovative  strategies  are 
keeping  everyone  happy. 


How  many  times  have  you  wondered  who  pro- 
grammed your  favorite  software  package?  Perhaps 
you've  wondered  how  long  it  took  lo  develop  your  fa- 
vorite program  or  how  it  evolved.  In  most  cases,  those 
questions  will  remain  unanswered,  unless  you  are  look- 
ing at  a  program  from  Electronic  Arts, 

Electronic  Arts,  located  in  San  Mateo,  California,  de- 
velops a  variety  of  entertainment  and  personal  produc- 
tivity software  for  the  Commodore  64,  Apple  II,  Atari 
and  recently,  the  Amiga  from  Commodore.  According 
to  Trip  Hawkins,  the  company's  founder  and  president, 
Electronic  Arts  is  dedicated  not  only  to  being  a  highly 
successful  business,  but  also  a  place  where  program- 
mers are  thought  of  as  artists.  The  result;  programmers, 
or  artists,  have  been  flocking  to  Electronic  Aits  lo  work 
on  software  for  the  new  Amiga. 

At  a  time  when  "legitimate"  software  companies, 
funded  with  millions  of  dollars  in  venture  capital,  are 
struggling  to  carve  shrinking  niches  in  the  market  for 
"serious  business"  software.  Electronic  Arts  has  been 
concentrating  its  efforts  on  interactive  entertainment 
and  personal  productivity,  and  it  appears  to  be  doing 
very  well. 

The  company  is  best  known  for  games  like  Hill 
Budge's  Piuhall  Construction  Set  and  Oneon-Onc,  a 
basketball  game.  According  to  Hawkins,  a  quiet  native 
Californian,  "Games  are  fun.  They're  what  we've  built 
our  reputation  on  and  what  we'll  continue  to  build  our 


future  on.  There's  absolutely  nothing  wrong  with  com- 
ing home  and  playing  games  on  a  computer.  .  .  I  think 
the  Amiga  is  the  best  computer  I've  ever  seen  for 
entertainment" 

Apparently,  both  the  programmers  under  rontracl  to 
Electronic  Aits  and  the  customers  agree.  Repeatedly, 
games  produced  by  a  varying  staff  of  artists,  hacked  by 
the  administrative  talents  of  Electronic  Arts  personnel, 
have  found  their  way  to  the  top  on  lists  that  record  the 
sales  performance  of  various  software  packages. 

Therefore,  it's  not  surprising  that  Commodore 
turned  to  Electronic  Arts  early  this  year  for  innovative 
programs  that  would  educate  and  entertain  and  help 
sell  the  Amiga  lo  consumers  who  want  a  computer  for 
creativity  and  productivity. 

New,  inexpensive  disk-based  entertainment  software 
for  the  Amiga  will  shortly  be  on  shelves  throughout  the 
country.  Hawkins  proudly  points  to  a  list  of  1  1  existing 
programs  that  are  nearing  completion  and  promises  at 
least  four  others  within  a  few  months.  Some  of  the  cur- 
rent titles  being  packaged  for  the  Amiga  include:  Ar- 
clum,  Oneon-Onc,  Seven  Cities  of  Cold,  Skyfox  and 
Staillight.  New  titles  include  a  variety  of  cockpit  adven- 
ture simulations  with  graphics  and  excitement  that  ex- 
ceeds arcade  machines. 

The  programmers  who  are  joining  Electronic  Arts  lo 
work  on  die  Amiga  are  "serious  professionals,"  says 
Hawkins.  "They  view  development  for  the  new  machine 
as  an  incredible  challenge.  It's  a  lot  more  complex  than 
a  Commodore  li-1  or  Apple  II,  but  il  has  the  types  of 
features  that  many  programmers  have  wanted  for  a 
long  time." 

The  need  for  recognition,  as  well  as  the  challenge  of 
working  with  a  new  personal  computer,  are  definite  in- 
centives to  working  for  Electronic  Arts.  However,  most 
programmers  who  work  there  seem  reluctant  to  admit 
they  were  attracted  by  the  prospect  of  being  Healed 
like  a  "star."  Instead,  they  cite  as  their  main  attraction  a 
quiet  type  of  professionalism  in  which  they  can  better 
concentrate  (heir  efforts. 

Bill  Budge  has  been  under  contract  with  Electronic 
Arts  for  two  years.  He  says,  "the  company  has  good 
people  and  a  vision  that  I  share.  Bui  more  importantly, 


56  Premiere  1985 


The  Development  Team. 
Back  row  standing:  from 
left  to  right:  Mike 
Wallace,  Dan  Silva, 
Eddie  Dombrower,  John 
MacMillan,  Steve  Hates, 
Jerry  Morrison,  David 
Maynard;  Bach  row 
seated,  from  left  to  right: 
Dave  Boulton,  Glenn 
Tenneyjeff 
Johannigman,  Anne 
Westfall,  fon  Freeman, 
Steve  Sliaw;  Seated  front: 
Bob  Campbell,  Greg 
Riker 


it  eliminates  the  need  for  me  to  market,  sell,  package 

.iiid  promote  mv  own  product.  This  frees  me  tor  what  I 
do  best  —  programming.  The  types  of  arrangements 
Electronic  Arts  has  with  its  contract  artists  also  helps 
the  artists  focus  on  the  right  products.  It  acts  as  a  kind 
of  filler  for  the  creative  process." 

A  more  recent  addition  to  the  Electronic  Arts'  lineup 
is  Jeff  Brown,  a  veteran  Apple  employee  who  worked 
for  the  32-bil  Macintosh  and  Lisa  personal  computers 
from  the  time  of  their  inception.  Brown  signed  with 
Electronic  Arts  because  they  were  willing  to  "bet  on 
people."  Brown  stops  far  short  when  it  comes  to  being 
called,  or  treated,  like  a  star.  "I'm  a  craftsman,  and  I  do 
the  best  job  I  know  how.  I  sought  them  out  and  they 
si7.ed  me  up.  Later,  they  offered  me  a  contract  to  de- 
velop a  program  for  tile  Amiga  that  will  be  known  as 
Music  Manuscript  I  suppose  the  real  reason  I  joined 
their  team,  though,  was  because  I  trusted  them  and  they 
trusted  me." 


The  structure  of  Electronic  Arts  resembles  that  of  a 

record  company;  a  primary  goal  of  the  organization  is 
to  help  the  artist  make  the  best  possible  product.  Devel- 
opers are  free  to  call  on  a  variety  of  technical,  market- 
ing and  research  professionals  whenever  they  are 
needed. 

On  a  day-to-day  basis,  the  programmers  deal  with  a 
producer,  who  tends  to  their  needs  and  answers  their 
questions.  Each  producer  handles  about  six  artists,  re- 
ports Greg  Riker,  Electronic  Arts'  Manager  of  Technol- 
ogy and  the  man  who  doles  out  the  precious  supply  of 
prototype  Amigas. 

Riker  may  uiulcrst.mil  die  record  business  almost  as 
well  as  he  understands  the  production  of  software.  Be- 
fore being  recruited  to  work  for  a  personal  computer 


AimgaWorhl  y~ 


Left:  Financial  (look- 
book.  Right: Julius  F.rv- 
ing  and  Uirry  Hird  Co 
(Me-on-One. 


company  ;nul  moving  to  California,  Riker  spent  about 
five  years  touring  with  a  band,  first  as  a  roadie  and 
later  as  an  acoustics  engineer. 

Riker  gets  excited  when  he  talks  about  the  software 
the  company  is  developing.  So  far,  screen  displays  and 
the  use  of  the  Amiga's  sound  chip  are,  in  Riker's  view, 
extremely  tantalizing.  "The  intent  of  the  Amiga's  inven- 
tors," he  explains,  "was  to  rekindle  the  same  excitement 
that  got  people  into  personal  computing  in  the  first 
place.  Commodore-Amiga  has  really  succeeded  in  excit- 
ing the  developers  we  work  with."  Riker  also  says  that  a 
lack  of  Amiga  prototypes  may  have  helped,  not  hin- 
dered, Electronic  Arts'  development  efforts  for  the 
Amiga  and  other  future  personal  computers.  Although 
it  wasn't  until  early  this  spring  that  the  company  began 
receiving  Amiga  prototypes — black  boxes  that  do  not 
resemble  the  off-white  units  found  in  retail  stores 
airnvs  the  c  ountrv  —  Electronic  Arts  was  well  into  devel- 
opment by  the  time  the  first  developer  received  the 
first  Amiga  prototype. 

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Riker  credits  much  of  their  progress  to  the  develop- 
ment of  something  he  calls  an  "artist's  workstation,"  a 
combination  of  hardware,  software  and  peripherals  that 
allows  the  programmer  to  develop  Amiga  software  on 
an  IBM  PC  or  compatible. 

According  to  Riker.  the  workstation  concept  was  de- 
veloped in  an  effort  to  get  products  quickly  onto  retail- 
ers' shelves  and  to  overcome  the  need  to  have 
extremely  valuable  Atnigas  al  the  office  or  home  ol 
each  artist.  The  concept  for  the  artist's  workstation,  as 
well  as  an  extensive  library  of  software  routines  de- 
signed to  reduce  the  time  necessary  to  produce  graph- 
ics software,  premiered  at  the  first  meeting  of 
AUGUST,  one  of  several  Electronic  Arts'  in-house 
Amiga  artists  user's  groups. 

There  are  several  versions  of  the  Electronic  Arts 
workstation.  The  basic  unit  is  an  IBM  PC  with  a  hard 
disk,  640K  of  random  access  memory  (RAM),  a  propri- 
etary plug-in  card,  special  software,  a  graphics  card  and 
a  high  resolution  monitor,   \ccording  to  Riker.  the  sys- 
tems are  worth  between  $4000  and  S9000.  If  a  program- 
mer doesn't  already  own  an  artist's  workstation,  the 
company  will  supply  him  with  one  and  deduct  its  cost 
from  the  artist's  advances  or  royalties. 


Some  of  the  electronic  "tools"  included  with  the  IBM 
PC  workstation  include  comprehensive  software  editors 
and  debugging  tools  necessary  to  convert  code  written 
for  the  IBM  PC's  8088  microprocessor  into  a  compati- 
ble language  for  the  Amiga's  Motorola  68000  CPU. 


Ironically,  the  screen  displays  of  a  S9000  IBM  PC  AT 
(used  in  the  artist's  workstation)  have  less  graphical  res- 
olution than  the  weakest  mode  of  the  Amiga. 

When  development  is  nearly  complete,  the  producers 
supply  their  artists  with  one  of  the  Amiga  prototypes 
that  seem  to  be  in  constant  demand  by  Electronic  Arts 
software  developers.  The  artists  perform  the  final 
phases  of  development  on  an  Amiga. 

In  the  development  of  Amiga  software  at  Electronic 
Arts,  it  is  essential  that  producers  and  support  people 
stay  in  close  touch  with  the  artists.  That's  why  Trip 
Hawkins  pushed  his  company  to  install  a  large-scale 
electronic  messaging  network  that  artists  now  access 
from  their  homes  and  offices  using  modems  and  the 
workstations.  "We  communicate  electronically  with  our 
artists  every  day,"  says  Hawkins. 

Not  only  does  the  network  link  producers  and  sup- 
port staff  to  the  artists,  but  it  also  provides  the  artist 
with  access  to  a  fast-growing  database  that  contains 
working  code  for  programs  that  are  already  running  on 
the  Amiga. 

"Bv  using  the  network,  artists  can  access  a  large  soft- 
ware database  containing  workable  code  for  animation, 
sound  and  other  software  routines,  to  see  how  other 
developers  have  handled  similar  problems.  This  re- 
duces the  amount  of  time  and  aggravation  in  develop- 
ing complex  software."  says  Riker.  Artists  working  for 
Hawkins'  company  also  routinely  share  information  at 
weekly  AUGUST  meetings. 

AUGUST  User's  Group 

This  user's  group  meets  every  Friday.  The  meetings 
provide  a  chance  for  developers  to  share  their  tricks, 
along  with  the  latest  versions  of  their  programs.  The 
meetings  are  also  a  good  opportunity  for  developers  to 
momentarily  duck  away  from  the  intense  pressure  of 
writing  Amiga  software  code  and  play  other  people's 
games. 

Bing  Gordon,  Electronic  Arts'  Vice  President  of  Mar- 
keting, attends  most  of  the  meetings,  lie  has  watched 
the  conception,  birth  and  packaging  of  a  number  of 
Amiga  programs  and  reports  "artists  are  incredibly  ex- 
cited about  what  they  can  do  with  the  Amiga.  The  com- 


58  Premiere  1985 


fttufoi-tcte&trty> 


vAmiga 


Left:  Archon.  Right:  Re- 
turn to  Atlantis. 


filiation  of  its  central  processing  unit,  custom  circuits 
and  graphics  capabilities  opens  up  a  whole  new  era  of 
computer  game  opportunities." 

Seated  around  a  table,  the  authors  of  programs  such 
as  Hard  Hat  Mack,  Robot  Odyssey,  Summer  Games, 
Sword  of  Kadash  and  Get  Organized,  are  openly  ex- 
cited over  a  chance  to  develop  for  what  some  AUGUST 
members  call  "the  next  wave  of  personal  computers." 

According  10  Gordon,  Mike  Posehn,  the  author  of 
Get  Organized,  is  typical  of  Electronic  Arts'  Amiga  art- 
ists, Posehn  wrote  Micropro's  (the  developer  of  Word- 
Star) first  text  editor  and  holds  a  doctorate  in  computer 
science.  He  is  working  on  a  program  that  is  known  in- 
ternally at  Electronic  Arts  as  "Video  Construction  Set." 
The  program,  which  Gordon  thinks  will  be  priced  well 
below  S100,  lets  Amiga  owners  create  programs  similar 
to  video  recordings,  using  combinations  of  animated 
text  and  graphics. 

Posehn  savs  the  program  will  be  used  "to  build  little 
videos  that  are  just  like  animated  movies.  The  program 
lets  you  use  the  Amiga  like  a  television  production 


company  and  includes  an  on-screen  display  that  resem- 
bles and  works  like  a  remote  controller  for  a  video 
recorder." 

Bob  Campbell,  author  of  Hard  Hat  Mack,  is  working 
on  an  Amiga  program  called  Instant  Music.  Campbell,  a 
musician  by  training  and  a  veteran  programmer,  thinks 
the  Amiga  could  open  up  the  world  of  music  to  people 
who  lack  extensive  formal  training.  According  to 
Campbell,  musicians  using  the  program  "won't  have 
to  compose  new  rhythmic  scales.  We  provide  a  high 
level  of  support  not  found  in  other  machines." 
The  authors  of  Summer  Games  are  also  actively  at 
work  on  Amiga  development  for  Electronic  Arts.  They 
say,  "The  capabilities  of  Apple's  Macintosh  pale  when 
compared  to  the  Amiga.  This  is  a  professional  devel- 
oper's environment.  There  are  25  channels  of  direct 
memory  access  and  it  supports  real  I/O  commands." 

Dave  Boulton,  the  author  of  Adventure  Construction 
Set,  says,  "If  Apple's  software  could  have  merged  with 
Amiga's  hardware,  Apple  would  have  won  the  battle 
against  IBM." 

Another  artist  who  belongs  to  AUGUST  is  working 
on  an  Amiga  version  of  Marble  Magic,  a  tremendous 
arcade  game  developed  originally  by  Atari's  Coin-Op 
Division  in  Sunnyvale,  California.  An  arcade  version  of 


this  game  is  in  the  developers'  room  at  Electronic  Arts' 
headquarters.  More  than  a  few  artists  show  up  for  the 
weekly  meetings  a  tad  early  to  try  and  beat  the  ma- 
chine, which  has  been  set  on  free  play.  Gordon  jokes 
that  the  Amiga  version  of  this  game  will  require  a  "mil- 
itary-strength joystick." 

Hawkins  points  out  there  is  another  reason  for  the 
AUGUST  user's  group  meetings:  teaching  old  dogs  new 
tricks.  "The  Amiga's  operating  system  is  written  in  C,  a 
high-level  programming  language  that  is  very  efficient. 
Most  programmers  are  used  to  writing  games  in  assem- 
bly language.  We've  used  the  user's  groups  to  teach  the 
programmers  the  C  language,"  says  Hawkins.  The 
Amiga  and  its  language  also  help  artists  provide  incre- 
dible graphics  detail  in  games  and  other  programs. 

Jon  Freeman,  who,  along  with  Anne  Westfall  (author 
of  Temple  of  Apshai),  is  writing  the  Amiga  version  of 
Archon,  says,  "In  first-generation  machines,  like  the  Ap- 
ple II  and  Commodore  64,  we  were  able  to  suggest  the 
shape  and  texture  of  fantasy  characters.  With  the 
Amiga,  we  are  able  to  show  what  the  figures  really  are. 
It's  what  a  personal  computer  ought  to  do." 

Griffons,  phoenixes  and  dragons  instantly  take  on  de- 
tailed shapes  and  hard  character  in  the  Amiga  version 
of  Archon,  as  the  program  shifts  from  a  board-level  to  a 
tactical  view. 

Hawkins  freelv  admits  that  he's  more  than  a  little 
partial  to  some  types  of  games.  "I  really  like  tanks,"  he 
says.  "One  of  the  new  games  involves  a  tank  in  Antarc- 
tica; the  cockpit  views  will  be  incredible." 

Does  Hawkins  have  any  guilt  about  adults  playing 
games?  "All  species,  including  humans,  play  games  well 
into  adulthood.  Playing  games  on  a  computer  usually 
isn't  like  watching  prime-time  television,  sitting  back 
and  vegetating. 


"Look  at  our  game  One-on-One.  It  contains  a  lot  of 
information  about  managing  people  and  your  own  life, 
and  it's  a  lot  of  fun  to  play.  Guilt  over  games?  Not 
really.  1  enjoy  what  we  do  too  much,"  laughs  Hawkins,  I 

Address  all  author  correspondence  to  Jim  Forbes,  do  Amiga- 
World  editorial,  80  Pine  St.,  Peterborough,  NH  03458. 


60  Premiere  1985 


Circle  4  on  Reader  Service  card. 


ii 


My  Own  Rags  To  Riches  Story" 


Chapter  3 


The  #  1  Reason 
Small  Businesses 
j  Use  Computers 


(My  picture  here) 


by 


(My  name  here) 


knew  the  #1  reason  small  businesses  use 
computers  is  for  accounting.*  And  I  knew 
Commodore-Amiga™  is  an  ideal  small-business 
personal  computer  because  of  its  state-of-the-art 
performance. 

Naturally,  I  chose  Rags  to  Riches™  accounting  software  to  keep  my  books  on  the 
Amiga.  Because  it  is  designed  exclusively  for 
small  businesses  like 


[retailers,  consultants,  service  businesses,  professionals, ' 
self-employed  business  people,  farmers  and  ranchers, 
warehouses,  manufacturers,  home-operated  businesses , 


In  fact,  any  and  all  small  businesses! 

Already  my  business  colleagues  have  made  Rags  to  Riches  a  national  best-seller.** 
Because  the  fully  featured,  double-entry  Rags  to  Riches  modules*** — Ledger,  Receivables, 

Payables let  US  f  track  sales  and  collections,  manage  vendors  and  cash  |. 

I  flow,  keep  in  instant  touch  with  our  financial  status 

Thanks  to  Amiga  and  Rags  to  Riches,  my  accounts,  records,  statements, 

and  bills  are  handled T  'aster,  easier, 

more  accurately 

Which  frees  me  to  spend  my  valuab 
time  doing  what  I  do  best  and  less  time 
on  paperwork! 

RAGSKgHES 

America's  Small  Business  Software 
from  Chang  Labs 

5300  Stevens  Creek  Blvd. 
San  Jose,  CA  95129 

For  the  nearest  Rags  to  Riches  Amiga  outlet, 
call  800-972-8800  (California  800-831-8080). 

*The  #1  software  application  for  small  businesses  is  accounting,  according 

to  a  Dun  and  Bradstreet  survey, 

"Rags  to  Riches  ranks  in  the  Top  10  of  all  accounting  software  retail  sales 

nationwide,  according  to  latest  surveys  available  in  Computer  Merchandising 

Magazine. 

•••Now  Available:  Ledger  (general  ledger).  Receivables  (accounts  receivable). 

Payables  (accounts  payable).  Coming  Soon:  Sales  (sales  register) 

"Commodore-Amiga  is  a  trademark  of  Commodore-Amiga,  Inc. 
,, —,  "Rags  to  Riches  is  a  trademark  of  Chang  Labs 


The  fc„ 


*s$m 


a^^**°sUnd 


9CC0 


fcan    ««i 


«fte  to  ZTPin8  ^'e>  to  £>  "or  coTUnt^. 


*GZ£**k 


« 


^&.«-e 


**»*>«£ «*£*"*> 


«>texZg?*« 


tec, 


^C^£ 


^?ZA!^1*« 


^c^^^Z 


I 


AmigaWbrld  61 


A  Talk  with  Trip 


Electronic  Arts  President  Trip 
Hawkins  talks  about  software 
development,  his  company's 
goals  for  the  future  and  where 
the  Amiga  fits  into  it  all. 

Trip  Hawkins  freely  admits  he  hives  games,  lie 
always  luis.  He  started  his  first  games  company  as 
a  12-year-old  boy  growing  up  in  Southern  Califor- 
nia. When  he  moved  to  Massachusetts  to  aitnul 
Harvard,  he  convinced  that  university's  adminis- 
trators to  let  him  combine  studies  in  statistics  and 
psychology  into — you  guessed  it — a  games  major. 

After  finishing  at  Harvard,  Hawkins  went  back 
west  and  completed  a  Master's  Degree  in  ISusiness 
Administration.  Not  long  after  that,  he  wait  to 
work  for  an  unknown  company  still  struggling  in 
its  infancy.  The  company  was  Apple  Computer. 
Hawkins  worked  in  a  variety  of  marketing  posi- 
tions with  Apple  and  eventually  headed  the  mar- 
keting efforts  for  Apple's  Lisa.  His  work  at  Apple 
brought  him  into  contact  with  a  number  of  pro- 
grammers— contacts  that  would  later  prove  ex- 
tremely valuable. 

After  almost  five  years  at  Apple,  Trip  spread 
his  wings  and  started  his  own  company.  Elec- 
tronic Arts.  Headquartered  in  San  Mateo,  Califor- 
nia, Electronic  Arts  is  a  place  wheie  programmers 
are  treated  like  artists.  It  is  a  successful  company, 
with  more  than  a  few  well-known  software  design- 
ers under  contract  to  develop  entertainment  and 
personal-productivity  packages  for  the  Amiga.  Hill 
Budge  (Pinball  Construction  Set),  Jon  Freeman 
and  Ann  Westfall  (Archon)  are  all  engaged  in  the 
Amiga  development  effort. 

Electronic  Arts'  headquarters  is  perched  on  a 
mountainside  in  the  Ilelmont  Hills.  Hawkins' of- 
fice commands  a  view  of  San  Francisco  Bay.  The 
panorama  outside  his  office  is  as  exciting  as  the 
personal  vision  he  shared  with  AmigaWorld. 

AmigaWorld:  Why  do  you  refer  to  program- 
mers as  artists? 

Trip  Hawkins:  I  guess  it  all  starts  with  the 
view  that  the  computer  is  a  new  medium 
for  home  entertainment.  The  software  for 
other  media  is  produced  hy  artists,  so  we 
look  at  software  developers  as  artists  and 
we  think  of  ourselves  as  supporting  a  cre- 
ative process. 


62  Premiere  19H5 


AW:  What  is  Electronic  Arts'  mission? 

TH:  We  want  to  make  software  that  makes 
computers  worth  owning.  We're  dedicated 
to  finding  software  artists  and  helping  them 
lo  do  their  best  work. 

AW:  What  types  of  things  will  people  ivant  in 
the  next  generation  of  games,  such  as  those  you 
are  producing  for  the  Amiga? 

TH:  They  will  be  the  same  types  of  things 
that  people  like  to  read  about,  or  watch  on 
television.  People  are  either  looking  for  ful- 
fillment through  fantasy,  or  they  are  look- 
ing for  some  new  kind  of  challenge.  Maybe 
they've  always  wanted  to  know  what  it 
would  be  like  to  ily  an  airplane,  or  maybe 
they  want  to  know  how  to  conduct  experi- 
ments without  something  blowing  up  in 
their  faces.  It  can  be  just  about  anything. 
But,  a  major  ingredient  in  computer  enter- 
tainment is  giving  the  user  the  opportunity 
to  be  a  hero. 

AW:  Are  you  a  hero  to  software  authors? 

TH:  111  can  help  them  to  make  money,  I 
am.  fn  specific  cases  we  have  been  able  to 
motivate  people  to  go  beyond  the  skills  they 
thought  they  had.  They  appreciate  that 
about  us.  A  lot  of  artists  think  we  are  a 
first-class  act,  helping  them  lo  do  their  best 
work. 

AW:  Were  the  people  who  designed  the  Amiga 
aware  of  the  possible  long-term  effects  of  their  ma- 
chine on  the  personal  computer  industry?  I'm  re- 
ferring specifically  to  the  user  interface,  tlie 
graphics  and  sound  capabilities. 

TH:  Actually,  I  think  they  were  the  first 
computer  designers  who  really  had  the 
awareness  you  mention.  All  the  right  things 
are  there. 

AW:  What  are  the  right  things? 

TH:  The  first  thing  is  hardware  perfor- 
mance. You  have  to  have  a  fast  processor 
that  is  capable  of  executing  compiled  code. 
We  have  been  held  hack  in  the  past  by  the 
limitations  of  eight-bit  processors,  which  arc- 
incapable  of  handling  instructions  of  the 
necessary  complexity  and  can  only  address 


04K.  of  memory.  On  eight-bit  machines,  to 
produce  a  good  piece  of  programming,  you 
have  to  work  in  assembly  language.  This  is 
a  specific  skill  that  some  people  have,  but  a 
lot  of  people  who  have  the  artistic  ability  to 
come  up  with  great  ideas  don't  have  that 
skill.  Therefore,  there  are  some  limitations 
on  the  kinds  of  products  we  can  make  for 
computers  using  eight-bit  central  processing 
units. 

The  Amiga,  however,  has  a  fast,  powerful 
central  processing  unit.  With  the  Amiga,  we 
have  been  able  to  provide  our  artists  with 
developer's  workstations  that  have  the  right 
combination  of  hardware  and  software  tools 
to  develop  superb  programs. 

AW:  Is  the  Amiga  user  going  to  be  different  from 
other  personal  computer  users? 

TH:  Yes  and  no.  Many  of  the  people  who 
currently  own  personal  computers  and  have 
caught  the  computing  bug  will  want  to  up- 
grade to  the  Amiga.  I  would  estimate  that  as 
many  as  20  or  30  percent  of  existing  per- 
sona] computer  owners  will  purchase  the 
Amiga.  We  went  to  a  Commodore  users' 
group  a  few  months  ago  and  found  that 
most  of  the  people  at  the  meeting  wanted 
to  buy  Amigas. 

AW:  What  types  of  Amiga  programs  can  the  con- 
sumer took  for  from  Electronic  Arts? 

TH:  Some  of  our  products  for  the  Amiga 
will  be  improved  versions  ol  our  existing 
games  and  productivity  software  packages. 
But  we  are  also  developing  a  number  of 
new  heroic  adventure  games  for  the  ma- 
chine. Most  of  our  packages  will  be  avail- 
able before  the  end  of  the  year. 

Because  the  Amiga  has  incredible  sound 
and  graphics,  users  will  find  games  that 
have  the  feel  of  being  much  more  like  real 
life.  They  will  be  able  to  immerse  them 
selves  in  the  fantasy.  This  is  an  important 
aspect  of  entertainment  software. 

What  this  industry  needs  more  than  any- 
thing is  this  kind  of  excitement.  It's  been 
lacking  in  many  games. 


AW:  Is  there  any  reason  In  Jeel  guilt  about  film- 
ing games  with  a  personal  computer? 

TH;  I've  always  found  ii  interesting  thai 
adults  feel  guilty  about  playing  games. 
Everyone  needs  leisure  time  to  relax.  Play- 
ing games  and  using  an  interactive  medium 
like  software  happens  to  be  one  of  the 
more  redeeming  forms  of  personal  com- 
puter usage.  It's  a  form  of  mental  exercise 
and  a  learning  process. 

AW:  Given  your  perspective  on  the  me  of  per- 
sonal computers  as  an  entertainment  medium, 
how  do  you  manage  the  employees  and  artists  at 
Electronic  Arts? 

TH:  The  first  thing  we  really  believe  in  is 
quality.  Building  the  best  software  is  not 
only  a  good  business  strategy — it's  really  a 
hell  of  a  lot  of  fun.  We  take  a  lot  of  pride 
in  what  we  do.  Achievement  is  also  very  im- 
portant to  us.  We  recruit  our  people  with 
these  two  values  in  mind.  Teamwork  is  an- 
other thing  we  really  focus  on  here.  Organi- 
zational hierarchy  doesn't  mean  a  damn 
thing  at  Electronic  Arts.  Having  a  good 
sense  of  humor  helps  if  you're  working 
here.  Our  software  reflects  our  values. 

AW:  What  are  your  future  goals  for  Electronic 
Arts? 

TH:  The  thing  that  I  find  exciting  about 
computer  technology  is  that  it  is  not  stable; 
it  has  not  settled  down  yet.  We  want  to  be 
the  first  to  Figure  out  how  to  use  new  tech- 
nical breakthroughs  like  the  Amiga  to  make 
belter  software.  I  think  it  is  inevitable  that 
someday  home  and  personal  computing  is 
going  to  be  something  that  everyone  bene- 
fits from.  Right  now  it's  something  that 
Yuppies — people  with  money — benefit 
from.  It's  at  a  very  early  stage.  The  same 
place  that  light  bulbs  occupied  in   Thomas 
Edison's  day.  But  someday  soon  we  will  be 
able  to  do  something  with  computers  that 
will  really  affect  our  lives  in  an  extremely 
positive  way. 


Trip  Hawkins,  Presi- 
dent, Electronic  Arts 


A migaWurld  63 


Digital  Canvas 


The  Amiga  computer  is  an  impressive  graphics  tool, 
but  it  is  still  just  another  computer  until  if s  put  into 
the  hands  of  an  artist  Digital  Canvas  is  designed  to 
be  a  showplace for  Amiga  artists.  For  this  premiere  is- 
sue, we  convinced  fack  Haeger,  Director  of  Amiga's 
Art  and  Graphics  Department,  to  do  some  showing 
off  for  us. 


Willi  MB 


Jack  is  originally  from  Chicago,  Illinois,  where  he 
spcnl  two  years  at  Northern  Illinois  University  before 
going  on  to  get  his  BFA  degree  in  painting  from  The 
School  of  the  Art  Institute  of  Chicago.  While  attending 
SAIC,  he  did  some  freelance  illustrating  for  Ckicago 
and  Playboy  magazines.  Through  Playboy,  he  found  out 
about  a  Chicago-based  company  called  Williams  Elec- 
tronics, that  was  looking  for  a  computer  artist.  Even 
though  he  had  no  experience  with  computers.  Jack 
took  a  job  there  working  on  video  aicade  games.  His 
first  arcade  game  project,  Sinistar,  was  ranked  number 
one  in  the  nation  for  three  straight  months.  He 
later  worked  on  Star  Rider,  Williams'  first  laser  disk 
arcade  game. 

Inspired  by  the  personnel  and  the  machine's  prom- 
ise, Jack  took  a  chance  in  1983  and  moved  to  California 
to  work  at  Amiga,  which,  at  the  time,  was  only  a  small 
start-up  company.  He  has  been  there  ever  since. 

About  his  own  work.  Jack  says  "Up  to  this  point,  a  lot 
of  computer  graphics  has  been  qualified  as  good  simply 
because  it  was  done  on  a  computer,  but  that  isn't 
enough.  In  my  mind,  it  must  first  stand  on  it's  own  as 
graphic  art  and  secondarily  as  work  done  on  a  com- 
puter. You  can't  just  be  in  love  with  the  media  for  its 
own  sake.  The  images  must  fulfill  the  fundamental  cri- 
teria of  good  design  and  aesthetics,  A  sense  of  humor  is 
also  important.  I  think  that  the  computer  is  an  ex- 
tremely dynamic  tool  for  creating  and  manipulating 
graphic  art,  and  the  impact  that  the  computer  will  have 
on  the  graphic  world  is  going  to  be  tremendous." 

Take  a  look  at  some  of  Jack's  work,  and  you'll  see  just 
what  an  artist  can  do  with  the  right  tools.  ■ 


64  Premiere  1985 


AmigaWbrid  65 


66  Premiere  1985 


AmigaWbrld  67 


"A  lot  of  computer 
graphics  has  been  quali- 
fied as  good  simply  be- 
cause it  was  done  on  a 
computer,  but  that  isn't 
enough. .  " 


68  Premiere  19H5 


AmigaW'orhi  69 


70  Premiere  1985 


AmigaWvrld  71 


Sounds  Like 

Amiga's  sound  features  can  make  you  a 
composer  or  conductor — even  if  you've 
never  played  a  note. 


Voices,  octaves,  waveforms,  sampled  sounds,  voice 
synthesizers,  phonemes,  attack,  decay,  sustain,  release, 
envelopes,  ring  modulation,  sawtooth,  sequencers, 
MIDI.  etc.  These  are  the  elements  of  computer  music, 
sounds  and  speech.  If  you  recognize  and  understand 
these  terms,  then  the  Amiga  is  the  manifestation  of  an 
audio  dream.  If  you  don't  understand  them,  take  heart. 
There  are  do/ens  of  music,  sound  and  speech  experts 
out  there  who  have  fallen  in  love  with  the  Amiga. 
These  people  are  going  to  make  the  Amiga  sing  for 
you,  play  for  von.  talk  to  you. 

It  is  sometimes  hard  to  believe  music  and  mathema- 
tics are  closely  tied  together,  but  there  are  people  who 
feel  the  rhythms  of  equations,  and  there  are  people 
who  calculate  screaming  guitar  riffs  down  to  N  decimal 
places.  Some  Bach  pieces  are  so  mathematical  in  design 
that  Bach  only  wrote  one  or  two  parts  of  a  five-part 
harmony,  expecting  the  performer  of  the  piece  to  work 
out  the  relationships,  steps  and  synchronizations  for 
himself.  At  the  other  extreme,  there  have  been  comput- 
erized musical  performances  based  upon  the  structure 
of  DNA  molecules.  So  what  does  all  this  have  to  do 
with  the  Amiga? 

When  you  think  of  artificial  intelligence,  images  of 
computers  taking  over  the  world  pop  into  mind;  or  if 
you  are  a  bit  more  realistic,  perhaps  "expert  systems" 
and  business  decision-making  applications  seem  more 
likely  to  you.  One  company,  called  Cherry  Lane,  is 
using  speech-recognition  techniques  developed  at  Car- 
negie-Mellon University  by  Roger  Dannenberg.  They 
are  using  these  techniques  in  Cherry  Lane's  latest 
music  software  project,  called  Harmony,  for  the 
Amiga. 

Harmony  is  the  name  of  a  computerized  accompani- 
ment program  that  is  pushing  the  limits  of  the  com- 
puter/music relationship.  It's  an  intelligent  program 
that  plays  along  with  you.  That  doesn't  sound  all  that 


fantastic  on  the  surface,  but  check  the  wording  of  that 
last  sentence.  The  computer  plays  along  with  you,  not 
vice  versa.  The  program  "listens"  to  what  you  are  doing 
and  adjusts  itself  in  real  time.  It's  as  though  you  are 
playing  the  lead  and  another  musician  is  accompanying 
you  on  another  instrument.  If  you  slow  down,  it  slows 
down.  If  you  miss  a  note  or  two,  it  doesn't  just  keep 
chugging  away  blindly  (or,  in  this  instance,  deafly);  it 
adjusts  itself  to  whatever  you  are  doing  and  tries  to 
anticipate  your  next  move.  It  follows,  rather  than  leads. 

The  company  is  using  Harmony  as  a  jumping  off 
point,  rather  than  as  the  ultimate  package.  Combined 
with  a  scheduled  MIDI  interface.  Harmony  can  be 
linked  to  topof-the-line  synthesizers,  keyboards  and 
another  of  Cherry  Lane's  existing  products,  the  Pitch 
Rider,  which  lets  you  play  an  instrument  into  a 
microphone. 

So  even  though  the  Amiga  can  do  a  good  to  great  job 
of  imitating  a  flute,  either  through  true  computized 
synthesis  or  sound  sampling  (more  on  that  later),  with 
the  Pitch  Rider,  Harmony  and  a  MIDI  interface,  you 
will  be  able  to  play  a  real  flute  and  the  computer  will 
follow  along.  Sometime  in  the  not-too-distant  future 
(can  we  hope  very  near  to  the  Amiga's  launch  date?), 
you  will  be  able  to  play  music  into  the  computer,  have 
the  software  write  the  musical  score  for  you,  go  back 
and  edit  the  score,  and  then,  as  you  play  different 
parts,  have  the  computer  play  along  with  you. 

Cherry  Lane  is  working  on  sampled  sound  software, 
which  will  mean  the  ability  to  take  a  sound,  any  sound, 
digitize  it  and  then  turn  it  into  an  instrument  that  can 
be  played  back.  For  example,  you  will  be  able  to  record 
the  sound  of  a  bottle  being  broken,  and  then,  after 
some  software  chicanery,  play  a  broken-boltlepiano,  let- 
ting the  computer  adjust  the  pitch  of  each  "note." 
When  you  touch  the  middle  C  key  on  your  keyboard, 
the  result  will  be  the  sound  of  a  bottle  breaking  in  mid- 
dle C;  when  you  touch  the  G  sharp  key,  the  bottle  will 
break  in  a  lovely  G  sharp. 

These  are  not  just  the  dreams  of  a  music  fanatic; 
these  are  things  that  we  should  all  be  seeing  within 
months!  Whom  are  they  designing  for?  The  profes- 


12  Premiere  1985 


Circle  6  on  Reader  Service  card. 


Cherry  Lane  Technologies  & 

The  Amiga  Personal  Computer 

Join  Together  in 

HARMONY 


We  are  proud  to  announce  the  arrival  of  Harmony,  the  first  of  a  new  generation  of  Cherry  Lane 
software  developed  for  the  Amiga.  You  can  now  take  full  advantage  of  the  unique  music  and  graph- 
ics capabilities  of  this  powerful  computer. 

Harmony  is  the  ultimate  in  music  accompaniment.  The  four  internal  voices  of  the  Amiga,  as  well 
as  all  16  MIDI  Channels  will  follow  your  lead.  Every  nuance  of  your  performance  will  be  followed 
brilliantly.  You  can  accomplish  Accelerando  and  Ritardando  at  will.  Even  if  you  jump  ahead  or  behind 
in  the  score,  Harmony  will  keep  pace. 


Harmony  features: 

•  Full  Score  Graphics  with  repeat  points 
and  scroll  bars. 

•  MIDI  Implementation  of  MIDI  In, 
Out,  and  Thru. 

•  Real  time  accompaniment  to  follow 
your  performance. 

•  Recording  of  your  own  accompaniments. 

•  Singers  and  horn  players  can  use 
the  Pitchrider  2000  and  take 
advantage  of  Harmony. 

Optional  equipment  includes: 

•  Full  size  49  note  keyboard. 

•  Extensive  library  of  pre-recorded 
arrangements. 


Welcome  Harmony. 
The  first  part  of  an  integrated  music 
composition  and  performance  system 
for  the  Amiga. 


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P.O.  BOX  430  .  PORT  CHESTER,  NY  10573 


AmigaWorld  73 


sional  musician,  certainly.  With  the  MIDI  interface  (a 
state-of-the-art,  high-end  music  product)  and  the  ability 
to  use  the  Amiga  as  a  sequence  controller  during  on- 
stage performances,  people  in  the  music  industry  are 
already  drooling  at  the  potential  of  the  Amiga.  But 
music  is  a  computer  language  that  everyone  can  enjoy. 
And  the  programs  that  Cherry  Lane  is  working  on  can 
be  used  by  the  novice  as  well  as  the  pro. 

Other  people  are  working  on  music  for  the  Amiga, 
and  the  first  music  most  people  will  hear  will  come 
from  Commodore's  Musicraft.  The  Musicraft  program, 
to  be  released  in  October,  has  features  that  can  tune  up 
a  tin  ear,  edit  out  mistakes  and  act  as  a  serious  tool  for 
the  dabbler  and  the  dedicated  musician  alike. 

The  computer  plays 
along  with  you,  not  vice 
versa.  The  program 
listens  to  what  you  are 
doing  and  adjusts  itself 
in  real  time. 


Musicraft  will  feature  a  sequencer,  synthesizer  and 
keyboard.  (Now,  if  someone  can  only  think  of  a  new 
word  to  differentiate  between  a  typewriter  or  computer 
keyboard  and  a  piano-type  keyboard,  it  will  make  the 
job  of  writing  about  keyboards  a  lot  easier.)  The 
sequencer  section  of  the  program  will  let  you  write  and 
edit  your  music  using  the  mouse  or  keyboard.  (In  this 
case,  "keyboard"  may  mean  either  type,  because  Musi- 
craft will  accept  input  from  a  computer  or  piano  key- 
board plugged  into  one  of  the  ports.)  You  will  be  able 
to  write  four-part  pieces  with  a  range  of  six  octaves,  in 
twelve  keys  (musical  keys  like  the  key  of  D  or  the  key  of 
G,  not  the  D  or  G  keys  on  the  keyboard)  and  variable 
time  signatures  (if  you  really  want  to  play  something  in 
y|,,lh  lime,  the  Amiga  can  easily  accommodate  you), 
assign  different  instruments  to  different  voices  and 
even  change  intruments  in  the  middle  of  a  song.  The 
output  is,  of  course,  in  stereo.  There  are  so  many  edit- 
ing commands  that  Musicraft  might  be  considered  a 
musical  note  processor  (as  opposed  to  a  word 
processor). 

In  the  library  of  instruments  (well  over  a  dozen  at  the 
time  of  this  writing,  and  I  expect  many  more  by  the 
Amiga's  release  date),  there  are  a  handful  of  sampled 
sounds  (mentioned  above),  and  if  you  have  never  heard 
(he  Amiga  in  action,  then  be  prepared  for  a  pleasant 
surprise.  The  Amiga  doesn't  sound  like  an  electronic 
organ  trying  to  sound  like  an  electronic  piano.  When 
you  ask  the  Amiga  to  sound  like  a  violin,  it  sounds  like 


a  violin,  just  listen.  .  .well,  anyway,  go  listen  to  one  and 
hear  what  I  mean. 

Of  course,  if  you  don't  like  the  instrument  selection 
included  with  Musicraft,  there  is  the  synthesizer  section 
of  the  program,  where  you  can  design  your  own  sounds 
or  use  sounds  from  the  library  and  modify  them  to 
your  heart's  content.  You  can  alter  the  envelope, 
timbre,  volume,  attack,  decay,  etc.,  and  when  you  gel  a 
sound  you  like,  save  it  to  disk  with  the  other  instru- 
ments and  build  your  own  Amiga  orchestra.  There  is 
probably  a  finite  number  of  possible  instruments  and 
sounds  that  you  can  create  with  the  synthesizer,  but  it 
would  be  safe  to  say  that  the  Amiga  can  create  more 
sounds  than  the  human  ear  can  distinguish  (literally 
thousands,  if  you  want  to  gel  picky). 

Put  these  features  together  with  the  Amiga  keyboard 
and  you  have  a  sophisticated  musical  instrument  unlike 
any  you  have  ever  heard.  Musicraft,  as  mentioned,  can 
be  played  with  a  piano  keyboard  attached,  or  you  can 
"type"  the  notes  using  the  Amiga  keyboard.  You  can 
redefine  the  computer  keys  to  suit  your  fancy  or  your 
fingers  (very  handy  if,  like  me,  your  fingers  aren't  as 
musically  inclined  as  you  would  like  them  to  be).  Just 
redefine  the  keys  so  that  out-ol-key  tones  just  aren't 
possible,  so  that  your  fumbling  fingers  couldn't  hit  a 
wrong  note  even  if  they  wanted  to.  You  can  play  along 
with  your  own  compositions  or  load  in  one  of  the 
pieces  in  the  score  library  on  the  disk  (each  with  its 
own  keyboard  layout),  and  play  along  with  perhaps  a 
greater  composer. 

There  are  thousands  of  other  things  to  talk  about, 
including  speech.  With  the  Amiga's  built-in  speech 
capabilities,  using  a  phoneme-based  system,  you  will  be 
able  to  make  the  Amiga  talk  in  either  a  male  or  female 
voice.  You  will  be  able  to  enter  text  strings  in  Basic  and 
have  the  Amiga  recite  the  Gettysburg  Address,  or  your 
sister's  address.  It  is  almost  certain  that  software  compa- 
nies will  have  the  Amiga  read  you  the  instructions  for 
operating  a  program,  or  give  you  auditory  prompts. 
The  advantage  of  phonemes,  which  simply  means  pho- 
netic sounds  (e.g.,  L'h  Mee  Guh  for  Amiga),  is  that  the 
vocabulary  is  unlimited.  With  a  bit  of  fiddling  you 
should  be  able  to  make  the  Amiga  speak  with  a  French 
accent,  or  even  speak  French,  if  you  wish.  Like  the 
music  features,  the  voice  synthesizer  will  be  able  to  do 
more  than  your  average  computer. 

This  was  not  meant  in  be  a  comprehensive  discussion 
detailing  all  the  features  of  Musicraft  and  the  programs 
from  Cherry  Lane;  it  was  meant  to  be  a  quick  look  into 
some  of  the  things  that  are  being  done  for  the  Amiga. 
There  will  be  many  other  articles  covering  sound, 
music  and  speech  in  upcoming  issues  of  AmigaWbrld,  We 
have  only  tried  to  give  you  the  opening  bars  of  a 
symphony. 

When  I  asked  the  people  at  Cherry  Lane  why  they 
were  so  excited  about  working  on  the  Amiga,  they  said 
that  with  the  built-in  sound  and  graphics  and  the  MIDI 
interfacing  capability,  they  arc  convinced  that  the 
Amiga  will  be  "the  ultimate  music  machine."  Ta  da!  I 

GSW 

Address  all  author  correspondence  to  Guy  Wright,  c/o 
AmigaWbrld  editorial,  HO  Fine  St.,  Peterborough,  Nil 
03458. 


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A  Peek  at  the  68000 


By  Brian  Epstein 


The  Amiga  and  Motorola's  68000  chip  mark  the 
beginning  of  a  new  era  in  microprocessing.  What  will 
this  mean  for  Amiga  users?  Here's  a  look  at  the  recent 
past  and  a  peek  at  the  future. 


So  what's  the  big  deal  about  the  68000?  Is  it  the  chip 
it's  made  out  to  be — the  silicon  wunderkind  of  the 
early  1980s?  Does  it  mark  the  end  of  the  eight-bit  era, 
foreshadowing  the  demise  of  old  friends  like  the  6502, 
the  Z-80  and  6809?  If  you're  an  old-timer  of  the  eight- 
bit  world,  you  might  not  like  to  hear  that  not  only  does 
the  68000  mark  the  end  of  that  era,  hut  in  all  likeli- 
hood, it  heralds  the  beginning  of  the  32-bit  era. 

Farewell  to  the  6502 

Commodore's  decision  to  place  a  68000  under  I  he 
hood  of  the  Amiga  was  based  on  its  power,  16-bit  archi- 
tecture and  the  abundance  of  software  already  in  exis- 
tence for  it  (including  fast  compilers  and  high-level 
languages). 

The  design  of  the  chip  lends  itself  well  to  such  things 
as  compilers.  In  fact,  certain  machine-code  instructions 
available  to  the  68000  are  only  included  for  the  specific 
purpose  of  helping  compilers.  Instructions  with  names 
such  as  Link  and  Unlink  allow  a  program  to  be  com- 
piled from  high-level  source  code  to  low-level  machine 
code  with  less  hassle  for  the  compiler  itself.  The  pro- 
grams generated  this  way  will  execute  easier  and  faster 
than  if  they  were  produced  by  an  eight-bit  ancestor.  If 
nothing  else,  this  is  the  kind  of  thing  that  will  inlluence 
software  writers  in  their  decision  whether  or  not  to 
write  for  the  Amiga. 

So,  not  only  will  the  Amiga  be  programmable  at  the 
old-fashioned  machine-code  level,  but  also  with  Fortran, 
Cohol  or  C  compilers — whatever  suits  you  best.  Assum- 
ing the  writer  of  a  compiler  knew  what  he  was  doing 
with  the  68000's  instruction  set,  the  final  code  gener- 
ated should  execute  with  very  little  overhead  or  sacri- 
fice in  quality  of  resultant  code.  This  makes  it  a  fair  bet 


that,  of  the  early  products  that  start  appearing  for  the 
Amiga,  something  like  a  C  compiler  (currently  in 
vogue)  will  be  among  the  first  to  be  offered.  In  fact,  the 
architecture  of  the  68000  determines,  as  much  as  the 
capabilities  of  the  Amiga,  the  kinds  of  software  tools 
that  will  appear  for  Commodore's  newest  micro. 

The  old  band  of  chips  like  the  8080,  the  6502  and 
even  the  predecessor  of  the  68000  itself— the  6800— 
are  now  doomed  for  forever  and  a  day.  Of  course, 
everyone  suspected  their  days  were  numbered  as  soon 
as  the  first  16-bit  chips  came  rolling  off  the  production 
line,  but  somehow  the  68000  has  been  the  final  coffin- 
master,  firmly  hammering  in  those  last  nails.  The  new 
machine  demonstrates  Commodore's  realization  of  that 
fact.  The  Amiga  and  the  68000  together  mark  the  entry 
of  home  microcomputing  into  the  era  of  16-bit  micro- 
processing power.  This  is  a  long  overdue  entry  (as 
10-bit  microprocessors  have  been  available  for  a  couple 
of  years  now),  but  one  thai  will  probably  lead,  in  the 
long  run.  to  32-bit  power  as  microcomputers  become 
more  like  mainframes. 

A  Little  History 

It's  interesting  to  note  that  Motorola  (the  manufac- 
turer of  the  68000,  or  MC68000,  as  its  official  nomen- 
clature strictly  specifies)  was  in  at  the  start  and  end  of 
the  eight-bit  game.  It  started  with  the  0800  way  back  in 
197-1  in  an  attempt  to  improve  upon  the  only  existing 
eight-bit  microprocessor  unit  (mpu)  at  that  time — Intel's 
8008.  The  6800  was  surpassed  pretty  quickly  as  other 
manufacturers  joined  the  fray.  Motorola,  not  to  be  en- 
tirelv  outdone  by  the  competition,  introduced  a  super- 
set of  the  6800— the  6809  — in  1978.  Despite  not  being 
lire  most  successful  chip  of  the  eight-bit  era  (that  acco- 
lade goes  lo  the  Z-80),  the  6809  was  probably  the  most 
powerful  of  the  eight-bit  chips.  The  one  thing  that 
could  possibly  have  been  improved  upon  was  its  speed; 
its  power  and  instruction  set  (that  is,  the  instructions 
available  to  a  machine-code  programmer)  were  cer- 


76  Premiere  1985 


Illustration  bv  Phil  Geraci 


lainlv  the  most  powerful  of  any  eighl-bil  chip  mid  prob- 
ably  will  never  be  surpassed. 

There's  no  longer  any  reason  why  a  chip  manufac- 
turer would  want  to  devote  any  lime,  money  or  produc- 
tion effort  into  furthering  the  cause  of  eight-hit 
technology.  So,  in  all  likelihood,  the  681)9  will  reign 
supreme  as  far  as  quality  goes,  whereas  the  Z-80  will 
claim  supremacy  in  sheer  numbers. 

Motorola,  with  its  record  of  almost  starting  and  fin- 
ishing tile  eight  hit  stakes,  and  despite  not  being  the 
most  successful  regarding  total  number  of  chips  sold, 
seems  to  fn-  determined  to  assure  ils  success  in  the 
16-bit  Held  and  beyond.  The  6809  demonstrated  a  wis- 
dom and  care  in  design  that  hadn't  been  paralleled  in 
other  eight-bit  chips;  that  same  wisdom  and  attention  to 
detail  was  brought  to  bear  when  they  worked  out  what 
was  going  to  be  available  in  the  1)8000  (which  was 
finally  introduced  in  1979). 


Fast  and  exciting  graph- 
ics software,  including 
3-D  image  manipula- 
tion, is  certain  to  reach 
the  Amiga  market. 


Motorola  was  also  smart  enough  to  realize  that  the 
technology  of  eighl-bil  chips  couldn't  simply  be 
expected  to  disappear  overnight,  so  the  68000  was  even 
made  available  in  an  eight-bit  version — the  68008.   This 
works  as  an  eight-bit  chip,  but  it  uses  the  68000's  pow- 
erful instruction  .set  and  architecture.  \ot  only  that,  but 
the  tiSOOO  and  all  its  siblings  (which  include  the  68010 
and  68020)  can  actually  use  some  of  the  powerful  sup- 
port chips  that  were  designed  for  the  6800.  'Ibis  6800- 
f'amilv  of  chips  was,  of  course,  originally  intended  to 
provide  peripheral  support  on  an  eight-bit  bus.  These 
chips,  which  are  by  now  fully  tried  and  tested  in  the 
real  world  of  microcomputer  peripherals,  can  still  be 
utilized  by  manufacturers  who  want  to  use  the  68000 
rather  than  the  6800.  This  is  thanks  to  a  clever  hard- 
ware trick  or  two,  including  special  signals  and  pins  on 
the  6800(1  chip  to  allow  easy  interfacing  to  these  eight- 
bit  devices. 

So.  now  some  of  the  power  of  the  68000  becomes 
apparent.  Not  onlv  is  it  a  microprocessor  with  a  highly 
developed  instruction  set.  and  not  only  can  it  support 
compiled  languages,  but  it  also  can  support  a  set  of 
hardware  add-on  chips  that  have  been  successfully 
tested  and  in  the  marketplace  for  years.  Thus,  the 
1)8000  becomes  part  of  a  set  of  building  blocks  that 


can  have  a  computet  and  supporting  software  up 
and  running  in  a  much  shorter  time  than  would  have 
been  the  case  with  the  eighl-bil  wonders  of  the  past. 

Four  Flavors 

As  previously  mentioned,  the  68000  comes  in  differ- 
ent flavors — four  to  be  exact.  The  68008  is  simply  a 
68000  that  talks  to  its  memory  over  an  eighl-bil  bus, 
ju.st  like  any  "archaic"  eighl-bil  mpu.  This  is  achieved  at 
a  small  price  lo  speed,  because  memory  is  only  read  at 
half  (he  "width"  of  tile  68000.  The  68010  is  a  slightly 
enhanced  (58000.  It  has  a  couple  of  extra  opcodes  that 
enable  it  to  deal  with  multi-user  environments,  and  it 
can  run  slightly  faster,   lire  68020  is  the  big  daddy  of 
them  all.  Not  only  does  it  have  the  capabilities  of  the 
68010,  but  it  talks  lo  memory  over  a  32-bil  bus,  thus 
giving  it  twice  the  bandwidth  of  the  68000.  This  ex- 
plains the  claim  thai  the  68000  heralds  the  beginning 
of  the  32-bit  era:  Leant  to  use  the  68000  and  you  will 
automatically  be  able  to  use  the  68020;  you  will  have 
leapt  from  eight  to  \V1  bits  in  a  single  bound. 

Graphics  Processing 

In  its  rich  instruction  set.  the  68000  allows  transfers 
of  data  to  be  made  lo  and  fro  between  registers  inside 
the  chip  and  memory  outside;  or,  register  to  register 
and  even  memory  to  memory.  The  ability  to  transfer 
data  in  so  many  diverse  modes  becomes  especially  im- 
portant in  a  graphics-oriented  machine  such  as  the 
Amiga. 

Graphics  processing  in  micros  has  always  been  a 
problem  in  the  past  because  a  graphics  image  is  always 
represented  by  lots  and  lots  of  bits  in  memory.  Lots  of 
bits  inevitably  add  up  to  lots  of  bytes,  so  manipulation 
of  an  image  translates  into  manipulation  of  many  bytes 
in  memory.  This  is  where  the  68000's  data-handling  ca- 
pabilities provide  some  incredible  power.  Not  only  can 
it  handle  data  in  byte-size  eight-bit  chunks,  but  it  can 
deal  with  words  of  16  bits  in  length  or  long  words  of  32 
bits.  The  fact  llial  it  can  swallow  32  bits  in  a  single  gulp 
means  that  in  one  single  instruction,  the  68000  can  Ilex 
four  limes  more  muscle  than  the  equivalent  instruction 
on  an  eight-bit  microprocessor.  And  that's  not  taking 
into  account  a  faster  overall  speed. 

To  stay  abreast  of  (and,  at  the  moment,  ahead  of) 
their  competition,  Commodore  had  little  choice  other 
than  to  go  with  a  I  libit  device  to  support  fast  color 
graphics.  As  other  manufacturers  (who  shall  remain 
nameless)  also  picked  the  68000  for  the  very  same  rea- 
sons, Commodore  seems  to  have  been  preceded  by 
their  industry  peers  as  far  as  making  the  wisest  deci- 
sion. And  as  there  are  already  many  implementations 
of  graphics  software  written  for  the  68000,  anybody 
who  has  these  libraries  available  to  them  is  spared 
some  of  the  development  headaches  in  achieving  the 
best  from  the  machine. 

Some  of  this  software  is  certain  to  reach  l he  Amiga 
market,  so  we  can  be  assured  of  the  early  appearance 
of  some  fast  and  exciting  graphics  software  for  the 
machine.  This  will  no  doubt  include  3-1)  image  manipu- 
lation, as  well  as  picture  processing  via  a  video  input. 

Within  12  months,  many  Amiga  owners  will  not  only 
be  storing  family  data  on  their  microcomputers,  but 
they'll  also  be  storing  the  lauiilv  photo  archive.  This 


78  Premiere  19 tS5 


means  being  able  to  draw  a  convincing  mustache  on 
your  moihi-i  inlaw,  as  well  as  retouching  more  impor- 
tant photographs  or  video  images. 

The  whole  scenario  of  image  processing  is  suddenly 
going  to  become  available  lo  the  hobbyist.  Previously, 
image  processing  on  a  realistic  level  was  simply  not 
accessible  due  to  the  lack  of  power  of  eight-bit  proces- 
sors. Now,  with  a  little  ingenuity,  hobbyists  are  likely  to 
be  inspired  to  produce  some  real  works  of  an.  '["he  im- 
age processing  involved  won't  be  much  easier  because 
ol  the  68000,  but  it  will  be  fast  and  impressive  enough 
to  be  worthwhile.  (Watch  out  for  a  programmer  named 
Paul  Lutus;  he  did  some  pretty  fancy  graphics  on  eight- 
bit  machines.  He'll  have  a  field  day  with  the  Amiga.) 

A  Workhorse 

This  is  all  made  possible  thanks  to  that  16-bit  work- 
horse, the  68000.  Without  getting  too  technical,  let  me 
just  point  out  that  il  has  17  internal  registers.  Of  these, 
15  are  used  on  a  regular  basis.  And  I'm  not  talking  Hi 
bits  now — each  register  is  32  bits  long.  This  means  the 
68000  can  hold  a  graphics  image  of  15  x  32,  or  480 
bits.  This  15-register's  worth  of  image  can  be  zapped 
into  or  out  of  video  memory  in  a  startling  7.5  mil- 
lionth* of  a  second.  This  gives  you  a  good  idea  of  win- 
it's  the  closest  tiling  yet  to  a  mainframe  processor  in  a 
microchip. 

The  (580(H),  because  of  this  power  and  acceptance 
within  the  industry,  represents  stability  and  a  new 
beginning  within  the  microcomputer  industry  that  was 
only  hinted  at  with  the  Z-80.  Commodore  couldn't  have 
chosen  better.  If,  as  an  eight-bit  programmer,  you've 
been  putting  off  your  entry  into  16-bit  processing,  the 
Amiga  represents  your  big  chance.  If  the  only  thing  you 
,tC(|uite  is  a  working  knowledge  of  the  68000,  you'll  be 
set  for  at  least  the  next  five  years  in  the  microcomputer 
business  as  a  whole.  You'll  not  only  be  up  and  running 
with  experience  in  a  16-bit  environment,  but  you'll  also 
be  ready  for  32  bits.  As  the  price  of  the  68020  comes 
down,  it  will  finally  cause  even  16  bits  to  go  the  way  of 
eight  hits.  And  it  doesn't  take  a  great  stretch  of  the 
imagination  to  see  that  the  price  of  microprocessors 
makes  this  a  certainty. 

Facts  and  Figures 

If  you're  interested  in  a  couple  of  facts  and  figures 
about  the  68000,  you'll  he  interested  to  know  that  it 
can  access  16  megabytes  of  memory.  Compare  this  in 
everyday  language  with  the  6502,  which  drove  the  PET, 
the  VTC-20  and  the  Commodore  64.  Whereas  the  6502 
could  address  65.536  bytes  of  memory,  the  68000  can 
address  16,777,216!  This  is  enough  to  run  the  average 
spreadsheet,  database  and  word  processing  file  all  at 
the  same  time-,  with  some  room  to  spare.  It's  also  the 
same  addressing  range  that  is  available  on  a  measlv 
IBM  370! 

Jusl  in  case  owning  an  Amiga  makes  you  feel  loo 
smug,  though,  let  me  tell  you  that  the  68020  can  access 
lour  gigabytes  of  memory.  Now  let  me  see.  .  .that's  two 
multiplied  by  itself  32  times.  The  batteries  in  mv  calcu- 
lator are  due  for  replacement  soon.  I  think  I'll  let  you 
work  out  the  final  figure  yourself.  I 


Circle  31  on  Reader  Service  card. 


Manx  Aztec  C68k/Am 
The  C  for  the  Amiga 

Manx  Software  Systems  will  soon  release  an  incredibly 
powerful,  portable,  and  professional  C  Development  System 
for  the  Amiga  microcomputer: 

Manx  Aztec  C68k/Am 

THE  FIRST  CHOICE  OF  PROFESSIONALS 

Manx  Aztec  C  Software  Development  Systems  are  used 
widely  by  professionals  to  produce  software  for  business, 
educational,  scientific,  research,  and  industrial  applications. 
Manx  Aztec  C  is  the  first  choice  of  professional  C  developers 
because  Manx  Aztec  C  Development  Systems  produce  high 
quality  code,  are  unsurpassed  for  portability,  are  bundled 
with  powerful  time  saving  utilities  like  make  and  vi,  and 
because  Manx  Software  Systems  provides  timely  technical 
support. 

NATIVE  AND  CROSS  DEVELOPMENT 

Manx  Aztec  C  Software  Development  Systems  are  avail- 
able as  cross  and  native  development  systems.  Manx  Soft- 
ware Systems  has  provided  C  cross  development  systems 
since  1980.  No  other  C  cross  development  system  offers  the 
complete,  professional  cross  development  environment  pro- 
vided by  Manx.  Every  cross  development  system  includes  the 
optimized  Aztec  C  compiler,  an  assembler,  linkage  editor,  an 
object  file  librarian,  a  full  set  of  UNIX  and  general  utility 
libraries,  and  in  some  environments,  such  as  MS-DOS  and 
the  Apple  Macintosh,  an  array  of  time  saving  UNIX  utilities 
like  make,  diff,  and  vi. 

MULTIPLE  LEVELS 

Manx  also  provides  different  levels  of  Aztec  C  to  meet  the 
different  demands  and  budgets  of  a  wide  range  of  software 
developers.  The  commercial  system,  Manx  Aztec  C-c,  in- 
cludes an  optimized  C  compiler,  assembler,  linker,  object 
librarian,  general  library  routines,  library  source,  and  extend- 
ed library  and  utility  routines.  The  developer's  system,  Manx 
Aztec  C-d,  includes  an  optimized  C  compiler,  assembler, 
linker,  object  librarian,  and  general  library  routines.  The  per- 
sonal system,  Manx  Aztec  C-p,  includes  a  less  optimized  C 
compiler,  does  not  have  an  assembler,  and  has  fewer  library 
and  utility  routines.  Each  system  is  unbeatable  for  price- 
performance.  Each  system  is  upgradable. 

Prices: 

Manx  Aztec  C68k/Am-c $499 

Manx  Aztec  C68k/Am-d $299 

Manx  Aztec  C68k/Am-p $199 

Manx  Aztec  MS-DOS  to  C68k/Am  Cross  .  . .  S500 
lb  order  or  for  information  call  1-800-221-0440, 
1-800-TEC  WARE,  or  201-530-7997.  Orders  can  be  payed 
via  check,  COD,  VISA,  MASTER  CARD,  American  Express, 
or  net  30  to  qualified  customers. 

Portability:  Manx  Aztec  C  is  also  available  for  the  Macin- 
tosh, MS-DOS,  CP/M-86,  CP/M-80,  APPLE  D,  TRS-80.  and 
Commodore  64/128. 


AmigaWorld  79 


Circle  16  on  Reader  Service  card. 


MetacomcQ, 
The  real  alternative 

Metacomco  is  proud  to  have  been  closely 
involved  in  the  creation  of  the  Amiga™ 

In  less  than  six  months,  Metacomco  devel- 
oped AmigaDOS™  with  Commodore-Amiga,and 
provided  several  major  languages  and  software 
components  for  the  new  computer,  including: 

ABasiC™ 

ISO  Pascal 

Cambridge  Lisp™ 

Macro  Assembler 

Linker 

UNIX™  and  MSDOS™  cross  development  systems. 

Metacomco  is  a  specialist  supplier  of  systems 
software  for  68000  based  computers,  providing  a 
range  of  languages,  operating  systems,  and  utilities. 

Metacomco:  the  real  alternative  for  computer 
developers  and  manufacturers,  worldwide. 

nETRCORC 

SOFTWARE  FOR  THE  68000 

Derek  Budge  David  Sykes 

201  Hoffman  Avenue,  Monterey  26  Pordand  Square,  Bristol  BS2  8R2 
California  93940  USA  ENGLAND 

Telephone:  (408)  375  5012  Telephone:  (0  272)  428781 

Amiga,  AmigaDOS,  ABasiC  UN  IX.  MSDOS  arc  ir.iJcm.icts  rfOBOiraodote-Amiga  Inc. .  AIT  Hell  LiK  an  J  Micr.Wr  a.rp.  rop.-cr.ivdy 


80  Premiere  1985 


The  Amiga  as  a 
Teaching  Tool 

By  Guy  Wright 

With  its  versatility,  speed  and  power,  the 
Amiga  will  enhance  and  enliven  the 
learning  process  for  a  new  generation  of 
students — and  not  just  in  the  classroom. 

If  you  read  the  proj 
about  the  future  of  personal 
will  notice  that  the  trends  indicate  people 
will  be  playing  fewer  games  and  devoting 
more  time  to  business,  personal  productivity, 
"expert"  systems  and  educational  applica- 
tions. It  can  be  argued  that  the  Amiga  com- 
puter is  ideal  for  each  of  these  applications, 
and  some  of  the  other  articles  in  this  issue  of 
AmigaWorld  have  explored  the  ways  that  the 
computer  can  be  used  in  these  areas.  This  ar- 
ticle will  focus  on  education,  pointing  out 
some  traditional — and  some  not-so-tradi- 
tional— ways  that  the  Amiga  will  be  used  as  a 
teaching  tool. 


AmigaWorld  HI 


When  most  people  hear  the  term  "educational  soft- 
ware." they  think  of  a  first-grader  sitting  in  front  of  a 
school  computer  solving  simple  arithmetic  problems  or 
guessing  the  names  of  state  capitals.  They  think  of  drill 
and  practice,  for  the  most  part,  and  when  you  look  at 
the  majority  of  the  educational  software  out  there  for 
the  various  computer  systems,  drill  and  practice  is  what 
you  find.  There  are  some  companies  producing  educa- 
tional software  of  a  more  interesting  nature,  and  a  few 
companies  are  marketing  some  very  good  programs, 
but  most  of  the  software  in  this  genre  is  less  than 
impressive.  Children  in  schools  learn  more  by  trying  to 
break  into  the  programs  so  they  can  cheat  than  they  do 
by  running  the  programs  and  following  instructions. 

There  are  a  number  of  reasons  why  the  educational 
software  in  existence  today  is  so  weak.  A  primary  rea- 
son is  that  educational  software  is  not  as  profitable  for 
a  manufacturer  as  business  or  entertainment  software. 
One  software  developer  and  distributor  said  that  he 
had  dropped  his  entire  line  of  educational  software 
because  the  home  market  was  too  small,  and  selling  to 
school  systems  was  a  nightmare.  As  he  put  it,  "School 
systems  are  probably  the  worst  software  pirates  out 
there.  They  usually  only  buy  one  program  and  then 
copy  it  for  each  computer  lab,  then  the  teachers  make 
copies  and  the  students  make  copies,  and  before  long, 
there  are  dozens  of  copies  of  the  program  floating 
around.  While  all  this  is  happening,  1  am  waiting  for 
the  si  liool  board's  approval  of  the  original  check.  It's 
like  selling  them  a  driver's  ed  film.  You  know  that  it  is 
going  to  be  shown  over  and  over  and  over  again  for 
years  to  come,  but  you  only  get  paid  for  one  copy." 

Software  companies  make  their  profits  on  volume 
sales,  and  schools  are  notoriously  money  conscious 
when  it  comes  to  new  ideas.  Most  computer  depart- 
ments spend  the  little  money  they  have  on  hardware 
rather  than  on  software. 

Another  reason  why  good  educational  software  is 
lacking  is  that  the  people  writing  the  software  are  using 
old  methods  with  a  new  technology.  Few  software  devel- 
opers have  made  use  of  the  interactive  capabilities  of 
the  computer.  Typing  tutor  programs  are  the  major 
exception  to  this;  they  are  an  example  of  how  the  com- 
puter can  be  used  to  teach  a  valuable  skill  more  effec- 
tively than  a  teacher  in  a  classroom  (especially  if  the 
program  is  done  well). 

The  Future 

So,  educational  software  is  in  a  dreadful  state.  What 
does  this  have  to  do  with  the  Amiga  computer?  The 
Amiga  should  encourage  advancement  of  educational 
software  art  in  ways  that  other  computers  cannot.  The 
Amiga  will  put  powerful  computing,  ease  of  use  and 
features  found  in  no  other  personal  computer  into  the 
hands  of  not  only  software  companies,  but  also  thou- 
sands of  users.  Many  will  now  have  the  tools  to  develop 
sophisticated  software  of  their  own  without  having  to 
learn  assembly  language  to  get  the  speed  and  special 
effects  they  want.  The  Amiga  from  Commodore  should 


change  the  way  that  we  think  about  educational  soft- 
ware. Combined  with  some  of  the  newer  technological 
breakthroughs,  such  as  CD-ROMs,  all  the  predictions 
about  the  future  may  not  be  as  bleak  as  drill  and  prac- 
tice, drill  and  practice,  drill  and  practice. 

Why  is  the  Amiga  going  to  be  any  different  from  any 
other  computer  in  influencing  the  wav  computers  are  used 
for  learning?  The  Amiga's  features  are  going  to  lend  them- 
selves to  software  changes  in  all  areas.  The  Amiga  User 
Interface  is  going  to  make  using  any  program  easier  and 
more  "self-documenting."  As  far  as  I  know,  there  are  very- 
few  people  who  think  that  software  ought  to  be  harder, 
rather  than  easier,  to  learn  how  to  use,  and  as  one  other 
famous  computer  has  shown,  the  mouse  and  menu  system 
can  be  much  more  efficient  than  banging  away  at  a  key- 
board. So,  learning  how  to  use  software  will  be  easier — for 
business,  home  and  educational  purposes.  The  mouse  and 
menu  system  of  getting  information  into  the  Amiga  will  be 
much  easier  for  children  and  adults  who  have  not  yet 
learned  to  type. 

Sights  and  Sounds 

It  is  easy  to  see  how  the  sound  and  graphics  capabili- 
ties of  the  Amiga  can  be  used  to  enhance  even  the  most 
tedious  programs,  taking  a  simple  tunc  played  as  a 
reward  a  few  steps  further.  With  the  MIDI  interface  and 
some  of  the  innovative  software  that  is  coming  out  for 
music  and  sound,  the  Amiga  is  an  ideal  computer  for 
teaching  music  in  universities,  high  schools  or  any 
other  grade  level.  From  the  fundamentals  of  music  the- 
ory and  scoring  to  sight  reading  and  band  practice.  The 
Amiga  will  be  a  valuable  teacher  for  anyone  who  always 
wanted  to  learn  how  to  play  a  musical  instrument,  but 
for  one  reason  or  another,  didn't  wish  to  hire  a  private- 
tutor  or  take  lessons.  The  advances  in  computer/music 
interfacing  do  not  limit  the  instruments  to  keyboards 
or  synthesizers,  either.  Audio  input  devices  now  let  you 
play  almost  any  instrument  into  the  Amiga,  from  gui- 
tars to  flutes.  The  music  and  sound  capabilities  of  the 
Amiga,  as  creative  tools,  will  also  influence  film,  video 
and  even  drama  departments. 

The  graphics  capabilities  of  the  Amiga  will  not  only 
brighten  a  standard  display,  but  with  easy  and  fast  ani- 
mation, a  student  can  see  results  in  real  time.  High  res- 
olution and  multiple  colors  will  give  more  meaning  to 
images,  leaving  block-graphics  pictures  far  behind. 
Learning  mechanical  drawing  will  not  be  a  lifelong 
career. 

Animated,  high-resolution  color  representations  of 
machinery,  tools,  circuits  or  most  anything,  combined 
with  mouse-driven  software,  should  cut  hours  off  train- 
ing time,  which  means  that  businesses  and  manufactur- 
ing plants  will  be  looking  for  a  new  kind  of  educational 
software.  It  is  easy  to  imagine  a  line  of  business  train- 
ing software  with  titles  like  "How  to  Organize  a  Meet- 
ing," "How  to  Use  a  Spreadsheet,"  "How  to  Write  a 
Business  Letter,"  "How  to  Compile  a  Profit  and  Loss 
Statement,"  "How  to  Plan  a  Marketing  Campaign,"  etc. 
Just  about  anything  that  is  taught  in  a  business  school 
could  be  brought  to  the  Amiga  in  one  form  or  another, 
and  with  so  many  opportunities  for  selling  to  business, 
it  won't  be  long  before  software  companies  start  to 
announce  "business  education"  software. 


H2  Premiere  1985 


The  built-in,  software-driven  speech  synthesis  capabil- 
ities of  the  Amiga  are  ideal  for  teaching  languages  and 
reading.  There  have  been  programs  that  have  tried  to 
use  speech  synthesis  as  a  key  to  learning,  but  their 
advance  has  been  hampered  by  the  extra  costs  involved 
with  hardware  add-on  synthesizers  or  unintelligible  soft- 
ware-driven synthesizers  that  try  to  make  the  computer 
do  something  that  it  wasn't  designed  to  do.  The  Amiga 
was  designed  to  reproduce  an  extremely  wide  range  of 
sounds  and  human  voices;  it's  not  child's  play,  but  it's 
easily  within  the  machine's  capabilities. 

New  Technology 

These  things  are  only  the  start.  CD-ROM  (Compact 
Disk-Read  Only  Memory)  is  a  technological  advance 
that  will  no  doubt  find  its  way  to  the  Amiga.  At  a 
recent  electronics  show,  spectators  were  treated  to  a 
demonstration  of  a  CD-ROM  plaver  that  contained  an 
entire  encyclopedia  on  one  nearly  indestructible  com- 
pact disk.  No  one  has  to  explain  the  educational  value 
of  an  encyclopedia,  but  imagine  an  encyclopedia,  with 
pictures,  fitting  inside  a  5'/,"  diskette  jacket,  which  can 
be  accessed  in  moments.  Combine  this  with  a  software 
"course"  designed  to  lead  you  through  a  series  of  the 
encyclopedia's  entries  in  a  logical  order  and  you  have  a 
teaching  tool  like  no  other. 

CD-ROM  leads  to  other  teaching  tools  that  the  Amiga 
not  only  supports,  but  encourages — interactive  video 
and  simulations  with  a  new  level  of  realism.  The  first 
interactive  videos  were  presented  to  the  public  in  the 
form  of  video  arcade  games.  One  of  the  first  was  a 
graphics  cartoon  adventure  where  the  player  could  con- 
trol the  action  to  varying  degrees.  The  system  worked 
by  using  the  rapid  video  access  of  a  laser  disk  player. 
Various  screens  were  animated  and  recorded  on  the 
laser  disk,  and  depending  upon  what  the  player 
selected,  the  software  controlling  the  game  would  jump 
to  that  section  of  the  disk  in  a  second  or  two.  There 
was  stilt  a  very  noticeable  delay  between  action  and  dis- 
play of  the  results,  but  it  was  effective  enough  for  one 
major  car  manufacturer  to  use  the  system  not  to  slash 
dragons,  but  to  train  assembly  line  workers,  using  a 
program  where  this  delay  was  not  critical.  On  a  laser 
disk,  they  put  real  video  images  of  auto  parts  in  every 
imaginable  configuration.  The  software  was  designed  to 
train  the  employee  not  only  how  to  do  things  correctly, 
but  also  to  show  them  what  would  happen  if  they  did 
things  incorrectly. 

The  costs  involved  in  making  your  own  laser  disk  are 
still  prohibitive,  but  the  Amiga,  with  gen-locking  hard- 
ware, will  be  laser-disk  compatible  right  out  of  the  box. 
When  read/write  or  write-once  laser  technology  arrives 
(and  this  is  only  months,  not  years,  away),  interactive 
video  will  be  in  the  hands  of  everyone  owning  an 
Amiga  computer.  A  program  that  teaches  users  about 
the  Renaissance  artists  will  bring  up  video  images  of 
their  paintings,  highlight  brush  strokes  or  important 
features,  then  bounce  around  the  video  disk  and  quiz 
you  about  each  one,  letting  you  go  backward  or  for- 
ward, zoom  in,  study  or  just  browse  through  the  paint- 
ings at  will. 

At  the  heart  of  the  Amiga  is  a  very  powerful  68000 
chip  that  can  perform  complex  mathematical  opera- 
tions better  than  almost  any  other  personal  computer. 


With  its  multi-tasking  abilities  and  a  hard  disk,  the 
Amiga  will  be  an  ideal  computer  for  setting  up  a  school 
LAN  (Local  Area  Network).  For  the  serious  engineering, 
physics  or  mathematics  student,  the  Amiga  will  be  invalu- 
able, regardless  of  the  commercial  software  available. 
Computer  science  students?  They  won't  need  any 
convincing. 

The  Best  for  Last 

The  Amiga  will  be  a  key  in  the  future  of  educational 
software  because  of  the  people  who  own  the  machine. 
The  versatility,  speed,  interfacing  capabilities,  custom 
chips,  user  interface  and  ease  of  programming  are  all 
going  to  combine  to  give  even  the  most  casual  Sunday 
programmer  the  tools  of  a  high-power  software  devel- 
oper. (Of  course,  this  means  that  high-power  software- 
developers  are  going  to  have  tools  that  no  other  devel- 
opers have  ever  had  before.)  What  would  take  an  expe- 
rienced assembly  language  programmer  months  to 
accomplish  on  any  other  machine  can  be  done  quickly 
on  the  Amiga  using  Basic  or  Pascal.  The  graphics, 
sound  and  animation,  being  hardware-driven,  do  not 
depend  on  a  lot  of  fancy  programming  skills.  With 
sophisticated  techniques  available  to  those  with  less- 
thansophisticated  skills,  more  and  more  people  will 
have  a  computer  that  will  let  them  write  the  kind  of 
software  that  they  always  wanted  to  write,  but  didn't 
have  the  knuwledge  of  programming  to  accomplish. 
Managers  with  a  little  computer  experience  will  be  able 
to  write  tutorial  programs  for  new  employees,  parents 
will  be  able  to  write  educational  programs  for  their 
children,  teachers  will  be  able  to  write  courseware  for 
any  grade  level,  and  the  "real"  educational  software 
writers  will  be  able  to  go  a  lot  further  than  they  could 
ever  go  before. 

If  nothing  else,  educational  software  will  become 
more  and  more  sophisticated  as  time  goes  on,  and  it 
will  have  to  run  on  whatever  computer  is  current  and 
capable.  'The  Amiga  is,  without  doubt,  capable  of  han- 
dling whatever  a  programmer  can  come  up  with,  and  it 
is  a  sure  bet  that  the  Amiga  will  be  around  for  a  long, 
long  time. 

The  concept  of  software  in  education  is  not  just  a 
child  doing  number  problems  on  a  computer  in  a  class- 
room— it  is  an  office  worker  polishing  his  skills,  an 
assembly-line  worker  learning  how  to  operate  a  new 
machine,  an  art  department  offering  "computer  paint- 
ing" courses,  a  businessperson  learning  a  few  new 
tricks  of  the  trade,  a  grad  student  learning  about  the 
universe,  a  musician  learning  a  new  instrument,  a  trav- 
eler learning  a  new  language,  a  junior-high  student 
learning  how  to  type  and  a  journalist  learning  the  capi- 
tals of  the  states. 

GSW 

Address  all  author  correspondence  to  Guy  Wright,  do 
AmigaWorld  editorial,  80  Pine  St.,  Peterborough,  NH  03458. 


<*^y 


u> 


^*-mtf 


% 


AmigtiUbrhi  S3 


Circle  32  on  Reader  Service  card 


MARE  YOUR 

IMAGES 

SUITABLE  FOR 

REPRODUCTION 

NEW  PROCESS 
DIGITAL  COLOR  SEPARATION 


TM 


Distortion-Free  Digital 
Color  Separated  Image 
Created  on  the  Amiga. 


:S5ImageSet 

—  ™  ■■  *-' com 


■corp. 
408  720-9994 


1307  5.  Mary  Ave. 

Suite  209 

Sunnyvale,  CA  94087 


Color  Images  direct  from  your  disk 

to  Printing  Color  Separator! 

Forget  the  poor  quality  from  computer  printers. 

Forget  the  distortions  created  by  photographing  the 

screen.  Digital  process  creates  Pixel  Perfect"  images 

for  print  reproduction. 

Process  also  available  for  IBM  PC  '7 

Compatibles  and  Apple  Macintosh TV.  Digital 

Process  can  create  black  and  white  images 

for  manuals  and  ads. 


Amit|>i  i-i  J  IilkIlyii/iiIk.  uf  ComincHiurt.  IWM  I'C  h  m  tr.nknidik  ut  IHM,  Ajipli:  M.idulo^h  is  <i  trademark  ul  Appli:  CflmputCfSi  Uigilal  Coloi  Separation  iind  Chcl  Perfect  are  triideiriaikjt  nl  !in.i-i,i,'",f  Corp, 

Circle  33  on  Reader  Service  card. 


The  AMIGA  From  Commodore 

Now  Available  At  The  64  STORE 


CPU-Motorola  68000  (16/32  bit)  COLOR  VIDEO 

256K  RAM.  expandable  to  5 1 2K  DISPLAY-RGB,  Composite  or  Color  TV 

External  expansion  up  to  8  MB  4,096  colors  available 

1 92K  ROM  Highest  resolution— 640  x  400 


3  CUSTOM  CHIPS 

BUILT-IN  DISK  DRIVE-3/, 

880K 


TWO-BUTTON  MOUSE 

KEYBOARD-89  keys 

Numeric  pad 


THE 


=  AKERS  MILL  SQUARE    2969C  Cobb  Parkway 


STO  R  E  Atlanta>  Georgia  30339    (404)  952-6625 


S-l  Pmniere  1985 


COMING  SOON! 


A  few  minutes 

and  a  few 

keystrokes. 

That's  all  it 

takes  to  turn 

your  personal 

computer  into 

a  personal 

print  shop. 


Your  originality 

shines  through. 

The  starter  kit 

of  colored 

pinfeed  paper 

and  matching 

envelopes  makes 

it  even  easier. 


The  Print  Sfiop 
automatically 

designs  &  prints 

cards,  stationery, 

flyers  &  banners. 

If  you  can 

imagine  it, 

you  can  make  it! 


THE  PRINT  SHOP 

The  perfect  way  to  express  yourself 
with  your  new  Amiga: 


Broderbund 


Everybody's 
creative  with 
The  Print  Shop. 
The  program 
guides  you  along, 
step-by-step, 
even  if  you've 
never  touched  a 
computer  before. 


Everything 
you  need  is  in 
the  program: 
typefaces, 
border  designs, 
background 
patterns  and 
dozens  of 
pictures  and 
symbols  to  Suit 
every  purpose 
and  occasion. 


Think  what 
you'd  like  to  say, 
then  put  if  into 
print  with 
The  Print  Shop! 


Amiga  is  a  registered  trademark  of  Camtnadare-Atmga.  For  more  information  about  Briderbund  and  our  products,  write  to  us  at: 
17  Paul  Drive,  San  Rafael,  California  94903-2101  or  call  (415)479-1170.  C  1984,  1985  Brtderbmid  Software,  In*. 

Circle  20  on  Reader  Service  card. 


By  Swain  Pratt 


Help  Key  is  a  feature  that  will  seek  to  pro- 
vide answers  to  those  questions  about  the 
Amiga  computer  that  new  users  or  other  inter- 
ested computerists  are  most  likely  to  ask.  The 
answers  will  be  forthcoming,  at  least  initially, 
from  members  of  the  staff  that  developed  this 
new  computer.  Rob  Peck,  Director  of  Descrip- 
tive and  Graphic  Arts  at  Commodore-Amiga, 
answered  the  questions  in  this  first  installment. 
If  you  have  questions  about  the  Amiga  that  you 
don't  find  covered  here  or  in  other  articles  in 
AmigaWorld,  send  them  in  to  AmigaWorld 
editorial,  80  Pine  St.,  Peterborough,  NH 
03458,  and  we'll  do  our  best  to  give  you  satis- 
factory answers. 


Q:  Hovt  can  the  Amiga  be  described 
in  broad  general  terms? 
A:  The  Amiga  persona!  com- 
puter is  a  high-performance, 
low-cost  system,  with  advanced 
graphics  and  sound  features. 
Wc  call  it  the  world's  first  per- 
sonal supermicro.  That's  a 
strong  statement,  but  it's  sub- 
stantiated by  the  Amiga's 
capabilities, 

Q:  How  many  people  were  centrally  in- 
volved with  the  development  of  the 
Amiga? 

A:  The  core  of  the  development 
staff  consisted  of  about  25  to  30 
people,  working  for  nearly  two 
years. 

Q:  What  central  processing  unit  was 
chosen/or  the  Amiga? 
A:  The  7.8  MHz  Motorola 
68000 — one  of  the  most  efficient 
and  powerful  CPUs  that  exist  for 
microcomputers,  and  one  particu- 
larly suited  for  graphic-intensive 
applications. 


Q:  Please  describe  the  Amiga's  mem- 
ory capacity.  Can  users  add  external 
RAM? 

A:  There  are  256K  of  internal 
RAM,  and  users  can  add  on  an- 
other 256K,  using  a  clip-in  car- 
tridge, bringing  the  total 
presently  possible  to  51 2K, 
within  a  contiguous  address 
space  of  16  megabytes.  Addi- 
tional external  expansion  be- 
yond 512K,  up  to  8  megabytes, 
is  possible,  and  outside  vendors 
are  currently  working  on  ex- 
panded memory  multifunction 
cards.  There  are  192K  of  ROM, 
containing  a  real-time,  multi- 
tasking operating  system  with 
sound,  graphics  and  animation- 
support  routines. 

Q:  The  Amiga  has  a  built-in  disk  drive. 
What  are  the  details  about  this  device? 
A:  It  is  a  built-in,  3|/,-inch  dou- 
ble-sided, double-density  drive. 
The  disks  are  80-track,  format- 
ted as  1 1  sectors  per  track,  with 
512  bytes  per  sector,  giving  a 
total  of  880K  bytes  per  disk. 


Q:  Can  other  disk  drives  be  con- 
nected to  the  Amiga? 
A:  Yes;  there  is  provision  for 
connecting  up  to  three  addi- 
tional drives,  which  may  be 
double-sided,  using  either  3%- 
or  5/,-inch  floppies. 

Q:  Is  it  possible  to  connect  with  a 
hard-dish  unit? 

A:  The  hardware  and  software  fea- 
tures of  the  Amiga  fully  support 
hard  clisk  and  tape  backup  units. 

Q:  Please  describe  the  Amiga's  key- 
board. Will  it  be  possible  to  connect 
a  non-Amiga  keyboard? 
A:  The  keyboard  is  detached, 
with  89  keys,  calculator  pad, 
function  and  cursor  keys.  The 
information  about  the  keyboard 
output  for  each  of  the  key- 
strokes is  provided,  and  if  some 
other  manufacturer  wanted  to 
produce  a  more  enhanced  key- 
board with  all  the  Amiga  func- 
tions on  it,  I  think  we  would 
certainly  provide  all  the  details 
necessary  for  such  a  connection. 
As  far  as  I  am  aware,  however, 
there  is  no  non-Amiga  keyboard 
in  the  works  for  this  machine. 

Q:  Can  you  use  a  cassette  recorder  to 
save  and  load  programs? 
A:  NTo,  this  is  not  a  capability  of 
the  Amiga.  You  can,  of  course,  use 
a  cassette  recorder  for  recording 
the  sounds  an  Amiga  makes. 

Q  What  about  compatibility  of  var- 
ious modems  with  the  Amiga? 
A:  Any  standard  RS-232  modem 
should  work  with  the  machine. 
There  will  be  information  in 
the  manual  that  will  indicate 
which  pin  of  the  Serial  port  is 
appropriate.  We  know  for  cer- 


tain that  the  Commodore- 
Amiga,  Hayes  SmartModem  and 
Tecmar  2400-baud  modem  will 
work.  In  any  case,  the  wiring 
connections  will  appear  in  the 
back  of  the  manual. 

Q:  How  do  you  connect  the  Amiga  to 
a  stereo  system? 

A:  On  the  back  of  the  machine 
are  two  ports — audio  jacks — for 
output  to  the  left  and  right 
stereo  channels  from  four  spe- 
cial-purpose audio  channels. 

Q:  Can  I  hook  the  Amiga  up  to  a 
video  tape  recorder? 
A:  The  output  of  the  Amiga  is 
compatible  with  XTSC  (Na- 
tional Televison  Standard  Con- 
vention) signals,  which  means  it 
should  be  perfectly  at  home 
with  your  standard  video  re- 
corder. There  are  ports  for  si- 
multaneous XTSC  composite 
video  and  for  analog  or  digital 
RTV  output.  In  addition  to 
these  connections,  the  system 
can  be  expanded  to  include  a 
VCR  or  camera  interface.  The 
system  is  also  capable  of  syn- 
chronizing with  an  external 
video  source  and  replacing  the 
system  background  color  with 
(he  external  image.  This  allows 
for  the  development  of  fully-in- 
tegrated video  images  with  com- 
puter-generated graphics.  Laser- 
disk  input  is  accepted  in  the 
same  manner.  This  indicates, 
for  example,  that  you  should  be 
able  to  connect  your  Amiga  in 
series  with  your  videotape  or 
your  camera  and  use  the  com- 
puter in  combination  with  these 
accessories. 


86  Premiere  1 9S5 


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<i. 


\\ 


--1 


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i  i- 


L     O 


^ 


Introducing 

Amiga  Draw  ! 

A  Drafting  and  Design  Tool  for  the  Commodore  Amiga 


TM 


Aegis  Development,  Inc.  brings 
creativity  to  your  fingertips!  Use 
Amiga  Draw  to  create  accurate  and 
detailed  drawings  of  anything  your 
mind  can  imagine  and  then  transfer 
those  images  to  plotters,  printers,  and 
other  output  devices.  Amiga  Draw 
was  designed  specifically  for  the  Amiga 
and  takes  advantage  of  all  the  unique 
and  powerful  graphics  capabilities  that 
make  this  computer  so  special.  You 
can  work  on  several  drawings  at  the 
same  time  using  different  windows. 
You  may  zoom  in  on  an  image,  or 
open  a  new  window  to  observe  detail 
while  keeping  the  overall  view  of  the 
drawing.  Accuracy  for  the  drawing  is 
within  +/-2,000,000,000  points!  Flex- 
ible? Sure!  Mark  an  image  and  store  it 
-  or  delete  it,  scale  it,  rotate  it,  what- 
ever! Amiga  Draw  puts  you  in  charge. 

Amiga  Draw  also  supports  layer- 

Clrcle  12  on  Reader  Service  card. 


ing  of  a  drawing — You  may  break  up 
a  drawing  into  various  components 
allowing  all  or  selected  pieces  of  the 
layers  to  appear.  A  house  plan  can  be 
broken  into  electrical,  plumbing,  and 
structural  layers.  The  layers  can  appear 
in  different  colors,  overriding  the 
colors  of  the  individual  graphic  ele- 
ments. 

Mouse,  Keyboard,  or  Tablet  input 
with  pull  down  menus  is  provided. 
Amiga  Draw  allows  you  to  set  the 
physical  scale  for  the  output  device, 
and  create  scaled  drawings  for  architec- 
ture, engineering,  and  charts.  Plotting 
can  occur  in  background  mode  allow- 
ing you  to  keep  working  on  another 
drawing.  Plotters  from  HP,  Epson, 
Comrex,  and  others  are  supported. 

Mistakes?  Accidental  deletion  can 
be  reversed  using  the  UNDO  function. 
Expand  your  creativity  by  passing  your 


Amiga  Draw  image  into  a  paint 
system  to  add  flare  and  solid  image 
fills. 

So,  if  you're  serious  about  your 
Commodore  computer,  don't  you 
think  you  owe  it  to  yourself  to  get  the 
most  out  of  it?  With  Amiga  Draw, 
your  investment  can  last  a  lifetime! 

P.S.  Don't  let  your  friends  use 
Amiga  Draw  -  you'll  never  get  your 
computer  back  if  you  do! 

For  the  dealer  nearest  you,  call 
1-213-306-0735 


Aegis  Development,  Inc. 
2210  Wilshire  Blvd.  Suite  277 
Santa  Monica,  CA  90403 

Anu^.i  [  >rj«  u  ,i  [radtmailc  nf  Ackii  [VvHiiprnrni 
Aiiukj  is  .^  rraJrnijtL  <>{  Cunirm>d?>>c  l"n!ti|iuirr 
EpM.in  it  a  traiitTTwk  uf  £f>on  America 


Q;  What  languages  are  built  intn  the 
A  miga — or  plan  net!  far  the  future? 
A:  A  version  of  Basic  is  bundled 
with  the  machine.  Other  lan- 
guages that  will  work  with  the 
Amiga  are  Logo,  Pascal,  C  and 
Assembler. 

Q:  Is  the  A  miga  compatible  with  any 
other  computer's  hardware  or 
software? 

A:  At  the  moment,  the  machine 
is  unique.  I  can't  go  into  the  de- 
tails here,  but  we  are  examining 
issues  of  compatibility  with  cer- 
tain other  levels  of  software  and 
certain  other  types  of  operating 
systems.  At  this  point,  however, 
the  Amiga  runs  the  custom  op- 
erating system  and  will  do  so 
for  the  foreseeable  future. 

Q:  What  sort  of  RS-232  output  does 
the  Amiga  have? 
A:  You  can  set  it  up  for  just 
about  anything  you  might  want. 
The  connections  are  specified 
on  the  back.  We  will  have  a 
"preferences  tool"  that  will 
come  up  under  our  Workbench 
program  that  will  allow  you  to 
properly  configure  your  Serial 
port  for  printers.  We  can  sup- 
port up  to  19,200  baud  as  far  as 
the  transmission  is  concerned, 
and  potentially  even  higher 
than  that,  if  necessary.  31,500 
baud  is,  I  think,  the  top,  but 
19,200  is  the  maximum  stan- 
dard one  might  consider. 

Q:  What  ports  are  available  on  the 
Amiga  for  connecting  peripherals? 
A:  There's  a  fully-programmable 
Serial  port  that  will  allow,  as 
I've  mentioned,  baud  rates  up 
to  over  31,000;  a  parallel  port, 
also  full)'  programmable,  that's 
normally  configured  for  Cen- 
tronics parallel  printer  output, 
but  that  also  can  be  used  as  a 
high-speed  parallel  input  port; 
two  reconfigurablc  controller 
ports  for  connecting  a  mouse. 
joysticks,  light  pen,  digitizer  tab- 
let or  paddles;  an  expansion 


port  with  full  access  to  the 
68000  bus  for  adding  such  ac- 
cessories as  RAM  and  additional 
floppy  or  hard-disk  drives;  and 
then  the  ports  for  composite 
video,  a  second  floppy-disk 
port,  RGB  and  audio  output. 

Q:  The  Amiga's  graphics  capabilities 
are  reputed  to  be  extraordinary. 
What  are  the  details  about  these 
great  graphics? 

A:  The  reason  for  the  truly  fine 
graphics  is  that  we  have  three 
custom  VLSI  circuits  to  provide 
the  graphics — and  sound — while 
still  allowing  the  main  proces- 
sor to  run  at  full  speed  most  of 
the  time.  This  special-purpose 
hardware  gives  you  the  follow- 
ing features. 

The  Amiga  produces  bit- 
plane-generated,  high-resolution 
graphics,  typically  producing  a 
320x200  non-interlaced  dis- 
play, or  320  x  400  interlaced,  in 
32  colors,  and  a  640  X  200  or 
640x400  display  in  16  colors.  A 
special  Low-resolution  mode  is 
also  available  that  allows  you  i<) 
have  4,096  colors  onscreen 
simultaneously. 

This  custom  hardware  also  in- 
cludes a  custom-display  co-pro- 
cessor that  permits  changes  to 
any  of  the  system's  special-pur- 
pose registers  in  synchroniza- 
tion with  the  movement  of  the 
video  beam.  This  allows  special 
effects  such  as  mid-screen 
changes  to  the  color  palette, 
splitting  the  screen  into  multi- 
ple horizontal  slices,  each  hav- 
ing different  video  resolutions. 
The  co-processor  can  trigger 
many  times  per  screen,  both  at 
the  beginning  of  lines  and  dur- 
ing the  blanking  interval.  The 
co-processor  itself  can  directly 
affect  all  the  registers  of  the 
special-purpose  hardware,  thus 
freeing  the  68000  for  other  gen- 
eral-purpose computing  tasks. 

The  special-purpose  hardware 
embodies  32  color  registers, 
each  of  which  contains  a  12-bit 
number  that  is  split  into  four 
bits  of  red,  four  of  green  and 
four  of  blue  intensity  informa- 


tion. This  allows  the  system 
4.096  different  choices  of  color 
for  each  register.  Although  an 
RGB  monitor  provides  the  best 
available  output  for  the  system 
graphics,  the  N'TSC  signal  has 
been  carefully  designed  to  pro- 
vide maximum  N'TSC  compati- 
bility. The  signal  may  be 
videotaped  or  fed  to  a  standard 
composite  video  monitor. 

As  for  sprites,  we  have  eight 
reusable  16-bit-wide  sprites,  with 
up  to  15  color  choices  per 
sprite-pixel  element  when 
sprites  are  paired,  or  up  to  four 
choices  per  pixel  element  when 
sprites  arc  used  individually. 
The  background  on  which  the 
sprites  move  independently  is 
called  the  playing  Field,  and  the 
sprites  can  be  displayed  either 
over  or  under  this  background. 
The  sprite  is  a  low-resolution, 
16-pixcl-wide  object  that  is  an 
arbitrary  number  of  lines  tall. 

After  producing  the  last  line 
of  the  sprite  on  the  screen,  a 
sprite  processor  may  be  used  to 
produce  yet  another  sprite  im- 
age elsewhere  on  the  screen. 
Thus,  you  can  create  many, 
many  small  sprites  by  simply 
reusing  the  sprite  processor  as 
appropriate. 

The  system  hardware  also 
provides  dynamically  controlla- 
ble inter-object  priority.  This 
means  that  the  system  can  con- 
trol video  priority  between  the 
sprite  object  and  the  back- 
ground on  the  playing  field. 
You  can  determine  which  object 
appears  on  top  at  any  given 
time,  as  well  as  sensing  colli- 
sions between  objects  or  be- 
tween the  object  and  the 
playing  field. 

There  is  also  a  custom  bit-blit- 
ter  for  high-speed  data  move- 
ment, adaptable  to  bit-playing 
animation.  The  blitter  is  de- 
signed to  efficiently  receive  data 
from  up  to  three  sources,  com- 
bine the  data  in  one  of  256  dif- 
ferent wavs  and  optionally  store 
the  design  data  in  a  destination 
area.  The  bitblitter  has  a  spe- 
cial mode  in  which  it  can  draw 
patterned  lines  into  a  rectangu- 
larly organized  memory  region 
at  a  speed  of  about  one  million 
dots  per  second. 


Q:  How  can  users  get  a  detailed  de- 
scription of  the  inner  workings  of 
the  Amiga?  Will  a  hardware  man- 
ual be  available? 

A:  The  hardware  manual  will  be 
available  at  or  close  to  the  re- 
lease date  of  the  machine.  The 
same  information  that  has  been 
distributed  to  our  developers 
will  for  the  most  part  be  avail- 
able to  users.  This  includes  a 
hardware  manual  and  a  descrip- 
tion of  the  operating  system's 
ROM  Kernal  routine. 

Q:  Is  it  possible  to  damage  the 
Amiga  by  typing  in  anything  incor- 
rectly, by  turning  things  on  or  off  in 
the  wrong  sequence  or  by  plugging 
in  peripherals  with  the  power  on? 
A:  No,  you  can't  damage  the 
Amiga  by  typing  errors  or  by 
switching  things  on  or  off  in  the 
wrong  sequence.  It  is  acceptable 
to  plug  in  joysticks,  a  mouse  or 
other  peripherals  with  the 
power  on,  but  we  advise  that 
you  play  it  safe  by  plugging  in 
peripherals  with  the  power  off. 
It's  a  good  practice. 

Q:  How  often  is  it  advisable  to  clean 
the  disk  drive?  And  how  is  it  best  done? 
A:  Whatever  is  generally  recom- 
mended as  cleaning  intervals — 
maybe  once  a  month,  unless 
there  is  very  heavy  usage.  Get  a 
good  disk-cleaning  kit  for  a  Sc- 
inch drive. 

Q:  Is  it  safe  to  take  the  disks 
through  X-ray  machines  in  airports? 
A:  Yes. 


Address  all  author  correspon- 
dence to  Swain  Pratt,  c/o 
AmigaWorld  editorial,  80  Pine  St., 
Peterborough,  NH  03458. 


SS  Premiere  1985 


ConmtulationsTbThe 

New  Owners  Of  Amiga; 

The  Newest  Generation 

In  Hardware. 


From  Activision: 
The  Next  Generation  In  Home  Computer  Software. 

For  new  product  information  call  1-800-633-4263.  In  California  call  415-940-6044/5  (weekdays). 


uy  *  j  ir*drtii*rk^G«i-J!»^JoieAru6iiIrc.  t"  1965  Aans»n.liK 


ACTIVISION 


HOME  COMPUTER  SOFTWARE 


Circle  25  on  Reader  Service  card. 


list  of  Software 


Program 


Description 


Developer 


Publisher 


Release 
Date 


Amiga  Assembler 


Development  tools,  including  macro 
assembler,  linkage  editor  and  overlay 
editor  for  the  software  community 


Metacomco 


Commodore- 
Amiga 


Chartcraft 


Powerful  business  graphics  package 
for  charts  and  graphs.  Produces  3-D, 
shaded,  exploded  and  expanded 
graphs,  plus  a  variety  of  special  effects 
for  business  presentations 


Island  Graphics 


Commodore- 
Amiga 


Launch* 


Amiga  LISP 
Amiga  Pascal 

Programming  languages 

Metacomco^i 

Commodore- 
Amiga 

Launch 

Graphicrajl 

Entry  level,  but  powerful  paint 
program,  giving  user  control  over 
Amiga's  graphics  capabilities 

Island  Graphics 

Commodore- 
Amiga 

Launch 

Paintcrafi 

Professional  level  graphics  and 
art  production  program 

Island  Graphics 

Commodore- 
Amiga 

Oct.  '83 

Oct.  '85 


Videocraft 


Advanced  animation  effects;  ad 

image-manipulation  program  using 
icons  and  pull-down  menus  for  easy 
and  rapid  implementation 


Island  Graphics 


Commodore 

Amiga 


Textcraft 


Powerful  entry  level  word  processor 
stressing  ease  of  use,  on-screen 
documentation  and  templates  for 
business  letters,  memos,  etc. 


Arktronics 


Commodore- 


Launch 


Musicrafi 


Amiga  ' 


m 


Entry  level  program  featuring  the 
Amiga's  advanced  sound  systems  and 
capabilities 


Everyware 


Commodore- 
Amiga 


68000  C  language  compiler  for 
Amiga  software  development  in  C, 
a  language  popular  because 
of  its  power  and  portability 


Lattice 


Commodore- 
Amiga 


Oct.  '85 


Launch 


General  Isdger  Small  business  programs  from  the 

Accts  Receivable        popular  Rags  to  Riches  series, 
Accts  Payable  featuring  on-screen  documentation,  a 

Sales  common  command  set  and  the  ability 

to  swap  data  between  programs 


Chang 

Laboratories 


Commodore- 
Amiga 


Amiga  TLC  Logo 


Enhanced  adaptation  for  the  Amiga 
of  the  TLC-Logo  programming 
language  for  educational  applications 


The  Lisp  Co. 


Commodore- 
Amiga 


Oct.  '85 


Oct.  '85 


Telecraft 


Easy  to  use  but  sophisticated 
communications  and  terminal 
emulation  package 


Software  66 


Commodore- 
Amiga 


Amiga  Harmony 


Professional  sound  synthesis  and  Cherry  Lane  Commodore- 

music  program  from  a  leading  music      Technologies  Amiga 

publisher 


Oct.  '85 


Sept.  '85 


90  Premiere  1985 


Program 


Description 


Developer 


Publisher 


Release 
Date 


Flight  Simulator        State-of-the-art  flight  simulation 

program  using  the  Amiga's  advanced 
graphics  animation  and  sound 


Bruce  Artwick 


SynCalc 


Mutant 


Enable 


Enable/DB 


AmigaDOS 


ABasiC 


Commodore- 
Amiga 


Jan. '86 


Sophisticated  and  multi-featured  Synapse/Borland    Commodore-        Nov.  '85 

spreadsheet  program;  data  compatible  Amiga   ^^k 

with  VisiCalc  ^fl 


Strategy'  arcade  game 


Synapse 


Commodore- 
Amiga 


Nov.  '85 


k 


Highly  acclaimed  second-generation 
integrated  package  with  word 
processor,  spreadsheet,  database, 
telecommunications  and  graphics 


The  Software 
Group 


Commodore- 
Amiga/ 
Software  Group 


Nov.  '85 


Enable/Write  Advanced  word  processing  program        The  Software 

for  professional  users;  a  module  of         Group 
the  Enable  package      _^y 


Commodore-         Launch 

Amiga/ 

Software  Group 


m 


Enable/Calc  Advanced  spreadsheet  program  for 

professional  users;  a  module  of  the 
Enable  package.  Allows  data 
compatibility  with  Lotus  1-2-3 
(including  Lotus  macros),  dBase  II 
and  VisiCalc    fr-A 


The  Software 
Group 


Commodore-        Oct.  '85 

Amiga/Software 

Group 


Advanced  database  program  for 
professional  uses;  a  module  of  the 
Enable  package 


The  Software 
Group 


Commodore-         Nov,  '85 

Amiga/Software 

Group 


BUNDLED  WITH  THE  AMIGA 


Operating  system 


Commodore 
Amiga 


Commodore- 
Amiga 


Launch 


Tutorial  Text  and  graphics  program  Mindscape 

introducing  features  of  the  Amiga 


Commodore- 
Amiga 


Launch 


Powerful  basic  programming 
language  with  advanced  features, 
such  as  multiple  windows  for 
editing  and  debugging 


Microsoft 


Commodore- 
Amiga 


Launch 


Amigascope  Rolling  demo  program  featuring  the       Electronic  Arts        Commodore- 

graphics  capabilities  of  the  Amiga  Amiga 


Launch 


Speechcraft  Speech  program  with  user-definable 

parameters  (male-female  voices,  etc.) 
allowing  unlimited  text-to-speech 
conversion 


Softvoice 


Commodore- 
Amiga 


Launch 


^Scheduled  for  release  on  or  before  the  Amiga's  launch  date. 


AmigaWorld  91 


Do  you  have  what 
it  takes? 

Are  you  good  enough? 
Can  you  put  your 
thoughts  into  words 
that  sing? 


aES3SEH3IHlK 


We  are  looking  for  the 
best,  the  very  best,  and  for 
the  most  part,  nothing  but 
the  best  articles  for  publica- 
tion in  AmigaWorid.  Articles 
that  would  make  your  mother 
proud.  Articles  about  the 
Amiga,  of  course.  What  it  can 
do,  where  it  can  take  you, 
where  it  is  going,  and  just 
what  is  a  blitter  anyway?  An- 
swer an  important  question 
about  the  Amiga  in  clear,  un- 
derstandable, human  terms, 
or  address  something  trivial  in 
an  elegant  way.  People  ex- 
pect amazing  things  from 


their  Amigas,  and  we  expect 
nothing  less  from  our  authors. 
We  have  the  highest  edito- 
rial standards  money  can 
buy,  and  we  are  willing  to 
pay  real,  honest-to-goodness 
cash  for  just  about  anything 
that  furthers  our  reputation 
as  the  ultimate  authority  on 
the  Amiga  computer.  If  you 
think  that  you  know  some- 
thing better  than  the  next  fel- 
low, then  prove  it  to  us  and 
yourself.  Put  it  down  on 
clean,  white  paper,  double- 
spaced  with  a  new  ribbon. 
Then  go  back,  clean  up  the 
spelling  and  grammatical  er- 
rors, retype  it  and  send  it 
in  to: 

AmigaWorid 
Submissions 
80  Pine  St. 
Peterborough,  NH  03458 


We  are  tough,  we  are 
hard,  and  we  would  like  to 
believe  that  you. .  .yes 
you. .  .have  something  to  say 
about  the  Amiga  computer 
that  will  astound  our  editors 
and  impress  our  readers.  If 
you  think  that  you  have  what 
it  takes  to  survive  those 
grueling  6  to  8  weeks  while 
we  tear  your  article  to 
shreds,  then  by  all  means, 
go  for  it.  Just  be  sure  to  in- 
clude a  self-addressed, 
stamped  envelope  so  we'll 
know  where  to  send  the  re- 
mains. Then  again,  if  you 
aren't  that  sure  of  yourself 
yet,  you  can  always  send  for 
a  copy  of  our  author's 
guidelines  first.  In  fact,  that 
might  be  the  best  idea.  That 
way  you  won't  have  to  guess 
what  our  standards  are. 

And  those  few,  outstand- 
ing writers  who  earn  our 
stamp  of  approval  can  stand 
tall,  knowing  that  they  are 
among  the  few,  the  chosen, 
the  best— they  are  the 
AmigaWorid  Authors! 


STUDS  HATCHED! 


BIG  DEAL 


Wanna  see  HOW  big  a  deal?  We've  all 
seen  the  old  Logos  —  all  seasoning  and  no 
substance,  cute  graphics,  but  not  much 
else.  * 

Then  there's  the  inscrutable  LISP  —  all 
meat  and  no  potatoes.  Perfect  for  eggheads 
and  carnivores  in  Artificial  Intelligence 
work,  but  for  us  regular  folks,  forget  it! 
And  Yesterday's  machines?  Old  gym  socks 
were  more  powerful. 

So,  who  could  keep  the  best,  sink  the  rest 
and  create  a  language  worthy  of  your  at- 
tention? Who  else  but  THE  LISP 
COMPANY  (TLC),  and  our 
TLC™- LOGO.  THE  Logo  for  the  / 
AMIGA  PC. 

"How  powerful  is  it?"  you  ask.  It  goes 
beyond  our  popular  companion  book 
"THINKING  ABOUT  TLC™- 
LOGO,"  beyond  the  idea 
of  computer  learning  as 
hard  and  boring,  be- 
yond bad  puns. 


You  start  with  a  turtle  named 
STUDS.  Use  him  to  draw  pretty 
pictures,  or  to  explore  mathe- 
matics from  simple  functions 
to  calculus.  Want  more  turtles? 
Hatch'em  and  ask'em  to  perform. 
Your  wish  is  their  command. 
Want  them  to  cooperate 

with  each  other? 

*  except  ours,  of  course 


TLC™-  LOGO'S  multi-turtle  operations 
reduce  multi-  processing  to  child's 
play  —  or  adult's.  STUDS  isn't  picky. 

LOGO  WITH  A  SLIGHT  LISP 

TLC"  LOGO  —  THE  POWER  OF  LISP 
WITH  SIMPLE  SYNTAX 

You  can  build  more  objects  and  ask  them 
to  perform,  too.  Objects  are  built  from 
descriptions,  and  they  in  turn  are  built 
from  a  cornucopia  of  components  —  num- 
bers, lists,  vectors,  functions,  even  other 
descriptions  —  all  of  the  building  blocks 
that  a  modern  LISP  dialect  is  expected  to 
have.  Yes,  brains  and  beauty,  too! 

And  TLC"  LOGO  IS  a   modern  LISP 
dialect,  designed  and  built  by 
a  team  with  over  30  years 
experience  in  the  folklore  of 
LISP-Iike  languages.  Thanks 
to  the  power  of  the  AMIGA 
PC,  no  compromises  were 
required  in  this  new  TLC" 
LOGO.  This  is  a  general  pur- 
pose   language    seductive 
enough  to  make  it  interest- 
ing,  powerful  enough  to 
make  it  worthwhile.  Three 
key  ingredients 

•  the  power  of  the 
AMIGA  machine 

•  the  graphics  and  easy 
use  of  TLC -LOGO 

•  the  1  st  class  functional 
semantics  of  LISP 

combine  to  tickle  your 

creative  streak.  But  you 

know  and  we  know  that 


the  key  to  successful  software  is  in  the 
documentation.  Besides  our  "THINKING 
ABOUT  TLC™  LOGO"  book,  we're  in- 
cluding a  gargantuan  helping  of  tutorials, 
primers,  examples  and  reference  manuals. 
Even  more  support  material  is  incubating. 

So  big  deal . . .  who  needs  another  Logo? 
This  isn't  just  another  Logo,  another  weak 
introductory  graphics  language.  TLC™- 
LOGO  is  faithful  to  its  LISP  roots,  gracefully 
integrating  what's  been  learned  about 
LISP-Iike  languages  in  the  past  20  years, 
delicately  (?)  seasoned  with  notions  from 
object-oriented  programming,  and  boast- 
ing an  exterior  tastefully  decorated  with 
graffiti  from  turtle  graphics  and  the  best  of 
mouse-driven  interaction.  The  result?  A 
^powerful,  elegant  language  that  can  ex- 
plore programming  notions  in  graphics,  in 
general  purpose  applications,  and  in  Ar- 
tificial Intelligence.  You  can  design  your 
own  video  delights,  animate  armies  of 
turtles  and  generally  have  a  good  time. 

Now  that  IS  a  big  deal. 

So  welcome  the  AMIGA  PC  and  welcome 
TLC™- LOGO  —  a  language  worth  thinking 


about 


TLC"  LOGO  for  the  AMIGA 


TLC-LOGO 

IT  IS  A  BIG  DEAL 


THE  LISP  CO.  (TLC) 

430  MONTEREY  AVE.  #4 

LOS  GATOS,  CA  95030 

(408)  354-3668 


Circle  9  on  Reader  Service  card. 


If  the  space  program  had  advanced  as  fast  as 

the  computer  industry 

this  might  he 

the  view 

from 

your  i 

office. 


«   - 


r 


^ 


And  space  stations,  Martian  colonies,  and  interstellar  probes 
might  already  be  commonplace.  Does  that  sound  outlandish?  Then 
bear  these  facts  in  mind: 

In  1946  ENIAC  was  the  scientific  marvel  of  the  day.  This 
computer  weighed  30  tons,  stood  two  stories  high,  covered 
15,000  square  feet,  and  cost  $486,840.22  in  1946  dollars.  Today 
a  $2,000  kneetop  portable  can  add  and  subtract  more  than  20 
times  faster.  And,  by  1990.  the  average  digital  watch  will  have  as 
much  computing  power  as  ENIAC. 

The  collective  brainpower  of  the  computers  sold  in  the  next 
two  years  will  equal  that  of  all  the  computers  sold  from  the 
beginning  to  now.  Four  years  from  now  it  will  have  doubled 
again. 

It's  hard  to  remember  that  this  is  science  fact,  not  fiction.  How  do 
people  keep  pace  with  change  like  this?  That's  where  we  come  in. 
We're  CW  Communications/Inc— the  world's  largest  publisher  of 
computer-related  newspapers  and  magazines. 

Every  month  over  9,000,000  people 
read  one  or  more  of  our  publications 

Nobody  reaches  more  computer-involved  people  around  the 
world  than  we  do.  And  nobody  covers  as  many  markets.  In  the 
United  States  we  publish  three  computer/business  journals.  Micro 
Market  world,  for  businesses  selling  small  computers  and  software. 
On  Communications,  the  monthly  publication  covering  the  evolving 
communications  scene.  And  Computerworld,  the  newsweekly  for  the 
computer  community,  which  is  the  largest  specialized  business 
publication  of  any  kind  in  this  country. 


We  also  offer  eight  personal  computer  publications.  InfoWorid, 
the  personal  computer  weekly,  is  a  general  interest  magazine  for  all 
personal  computer  users. 

The  other  seven  are  monthly  magazines  that  concentrate  on 
specific  microcomputer  systems.  PC  World,  the  comprehensive 
guide  to  IBM  personal  computers  and  compatibles.  inCider,  the 
Apple  II  journal.  Macworld,  the  Macintosh  magazine.  80  Micro,  the 
magazine  for  TRS-80  users.  HOT  CoCo,  the  magazine  for  TRS-80 
Color  Computer  and  MC-10  users.  And  RUN,  the  Commodore  64 
&  VIC-20  magazine.  And  one  is  bi-monthly.  AmigaWorld,  exploring 
the  Amiga  from  Commodore. 

And  we  have  similar  publications  in  every  major  computer  market 
in  the  world.  Our  network  of  more  than  55  periodicals  serves  over  25 
countries.  Argentina,  Australia,  Brazil,  Canada,  Chile,  Denmark, 
Finland.  France.  Greece,  India,  Israel,  Italy,  Japan,  Korea,  Mexico, 
The  Netherlands,  Norway,  People's  Republic  of  China,  Saudi  Ara- 
bia, Southeast  Asia,  South  Africa,  Spain,  Sweden,  United  Kingdom, 
United  States,  Venezuela  and  West  Germany. 

The  sooner  we  hear  from  you, 
the  sooner  you'll  hear  from  our  readers 

Simply  put,  we'll  make  it  easy  for  you  to  reach  your  target 
audience— and  for  them  to  reach  you.  Call  today  for  more  informa- 
tion. You'll  find  the  number  below. 


CW  COMMUNICATIONS  INC. 

375  Cochituate  Road,  Box  880 
Framingham  MA  01701  (617)  879-0700 


«M& 


Blind  dates  and  buying  software 
have  a  lot  in  common: 

It's  not  always  easy  to  spot  a  dog! 


Icon  Review™  welcomes  the 
Commodore  Amiga™ 

We  have  labored  into  the  wee  hours  exploring  our  new 
Amigas  and  scouting  for  innovative  software.  We're  excited! 

Amiga  Software  HotList 

So  excited  that  we  are  working  feverishly  to  compile  an 

up-to-date  HotList  of 
outstanding  Amiga  software 
that  is  available  today.  We 
help  you  separate  the  win- 
ners from  the  dogs. 


Buy  Direct 

ICON  REVIEW  is  a  direct 
marketing  conduit  supplying 
software  products  to  you,  the 
end  user.  ICON  REVIEW 
offers  software  shoppers  the 
convenience  and  low  prices  of 
telemarketing/direct  mail 
together  with  accurate  pro- 
duct information  and  per- 
sonalized service. 


I'm  Dennis  Moncrief  a  fellow  Amiga 
enthusiast  and  a  lough  critic,  it's  my 
intention  to  offer  you  the  finest  soft- 
ware and  accessories  at  rock  bottom 
prices.  Call  us  today. 


Amiga's  Product  Boom 

Third  party  developers  will  soon  be  flooding  the  market 
with  all  manner  of  exciting  software  and  accessories  for  the 
Amiga.  ICON  REVIEW  will  be  there  to  help  you  benefit 
from  this  new  industry. 

AmigaWare™ 

ICON  REVIEW,  in  conjuntion  with  it's  sister  company, 
MindWork  Software,  will  be  marketing  its  own  line  of 


software  for  the  Amiga  under  the 
AmigaWare™  label. 

Call  Today  —  TOLL  FREE 

If  you  see  a  promising  softwate 
product,  mentioned  or  advertised  in 
this  issue  of  AmigaWorld,  call  us  today. 
We'll  have  an  up-to-date  product  HotList 
covering  the  quality  products  shipping  now. 
If  it's  currently  available,  chances  are  we'll  have  it  in  stock 
at  a  close-to-incredible,  low  price. 

Maximillian™  From  Tardis  Software 

Maximillian  is  a  breakthrough  design  in  multi-tasking,  integrated 
software  for  the  Amiga.  Includes  MaxiCalc,  MaxiWord,  MaxiGraph, 
and  MaxiTerm.  Call  for  availability       $175. 

Also  from  Tardis  —  The  Amiga  Programmers  Library: 
T-Make,  C-Leamer,  Tool  Paks  I  and  II     $49.  each 


Special  low  price  for  Amiga  developers 
CALL  TOLL  FREE  In  California 

800/228-8910    800/824-8175 


Review 


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Resource  for  Amiga  and  Macintosh  software 

Post  Office  Box  2566  •  Monterey,  CA  93942 

$97A  Corral  tU  Tierrj  -  Sjtinjs,  CA  93908 


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Uoti  Review.  Mindttbric  Software  and  AmigiVE'irr  ate  iradrmaiki  of  MtfldWork  EflMpfiin.  In* 

lion  Bcvie*  *nd  MindWcrfc  Swfrware  in  dftrfaiMi  of  MindWc-rk  Enitipriir*.  Inc. 


E  Copyrtjthi  1081  MindWork  Enierpriji 


Reader  Service  #7 


List  of  Advertisers 


Reader  Service 


nee 

Reader  Service 

25 

Activision  Inc.,  89 

2 

12 

Aegis,  87 

30 

10 

Arktronics,  34 

7 

13 

Borland  Int'l,  25 

32 

20 

Broderbund  Software 

85 

21 

4 

Chang  Labs,  61 

8 

6 

Cherry  Lane,  73 

23 

* 

Commodore  AMIGA 

CIV,  35, 

9 

39,  59 

31 

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CW  Communications, 

94, 

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3 

15 

18 

5 

33 

Electronic  Arts,  6,  7 

Every  ware  Inc.,  31 

Icon  Review,  95 

Image  Set,  84 

Innovative  Technologies,  75 

Island  Graphics  GUI 

Lattice  Inc.,  24 

Lisp  Co.,  93 

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Mindscape,  5 

Software  Group,  41 

Tardis  Inc.,  12,  13 

Tecmar  Inc.  CII,  1 

The  64  Store,  84 


Coming  Next  Issue 


White-Collar  Amiga The  Amiga  is  ideally  suited 

for  lhe  office,  and  this  article  explores  some  of  the  ways  in 
which  the  Amiga  can  be  used  in  the  business  environment 


Telecommunications — An  introduce 


ion  to 


telecommunications  for  Amiga  users,  with  a  special  focus  on 
the  offii  e. 


Behind  the  Scenes  at  Commodore- 
Amiga A  look  at  the  company,  the  people  and  the  ideas 

that  went  into  making  the  Amiga  computer  what  U  is  today. 

What  is  MIDI? An  in-depth  discussion  of  the  MIDI 

interface,  explaining  what  MIDI  technology  is  and  how  it  will 
be  used  on  the  Amiga.  What  does  MIDI  mean  to  people  in 
the  music  business,  and  what  will  il  mean  to  people  in  other 
professions? 


PIUS Other  features,  columns,  etuestions  and  answers  and 

a  few  surprises  that  will  make  AmigaWbrld  worth  every  penny. 


Hors  d'oeuvres 

Unique  applications,  tips 
and  stuff 


You  may  be  using  your  Amiga  at  work,  you  may  be  using 
it  at  home,  or  you  may  be  using  it  in  the  back  seat  of  your 
car,  but  in  some  way  or  other,  you  are  going  to  be  using 
your  Amiga  in  a  slightly  different  way  than  anyone  else.  You 
are  going  to  be  running  across  little  things  that  will  help  you 
to  do  something  faster  or  easier  or  more  elegantly. 

AmigaWorld  would  like  to  share  those  shortcuts,  ideas, 
unique  applications,  programming  tips,  things  to  avoid,  things 
to  try,  etc.,  with  everyone,  and  we'll  reward  you  for  your 
efforts  with  a  colorful,  appetizing,  official  AmigaWorld  T-shirt. 
(Just  remember  to  tell  us  your  size.) 

Send  it  in,  no  matter  how  outrageous,  clever,  obvious, 
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tions to: 

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AmigaWorld  editorial 
80  Pine  St. 
Peterborough,  NH  03458 


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Reader  Service 

This  card  valid  until  November  30, 1985. 


□  Mr. 

C]  Mrs.  Name. 


.Tide. 


□  Ms.   Address. 
Citv 


.  State . 


.Zip. 


Telephone  (       )  - 


A.  Do  you  own  an  Amiga  computer? 
ni.V«  D2.No 

B.  Do  vou  mieiKl  to  purchase  one? 

□  |,  Y«                             n  2.  No  G  3.  Maybe 

C-  Whai  microcomputers  do  you  currently  own? 

□  I.CunimiHiurr  CM.  IBM 
D  2,  Radio  Shirt  Q  5.  Aurt 

□  3  Apple 

U.  What  primary  application  are  you  unrig  your  microcomputer  for? 

□  I.  Word  Protesting  C  5.  Comoninicaliani 

□  2.  Home  Application!  D  &  Develop  Application! 

□  3.  Graphics  □  7.  Develop  Program! 

□  4.  Miiui-  G  8.  Database  Management 


□  6.  Other  (Please  Specify)  _ 
D  7.  None 


D    9,  Education 

U  10.  Buiinws 

C  1 1 .  Lmeruimnem 

□  12.  Other  (Please  Specify). 


K.  What  topics  would  you  like  to  see  covered  in  future  issue*  or  AmigaWorld?  (Plcalc  check  all  thai  apply.) 
D  I.  Graphics  D    6-  Product  Reviews  Oil.  Dau&uei 

D  2.  Operating  System  D     7-  Programming  Languages  Q  1 2.  Industry  Profiles  and  Scwi 

O  i.  Bw&Wfl  Applications  D    &■  Programming  Technique*  D  1 3-  Other  (Please  Specify) 

Z  -i.  Telecommunication*  O    <J.  Music  and  Sound 

G  h.  Educational  Applications  C  10.  Word  Processing 


CIRCLE  NUMBERS  1  ( )R  MORE  INFORMATION 


IS 


6  II 

7  12  17  22 

8  13  18  23 

9  14  19  84 


III     IS 


20 


101    106  111  Ilfi   121 

11)2  1117  112  117  152 

11)3  108  113  118  123 

11)1  109  111  119  121 

ll),"i  llll  115  121)  125 


2111  206  211  216  221 
1(12  207  212  217  222 
203  208  213  218  223 
2IH  209  214  219  224 
209  211)  215  22»  225 


:iil  MS  311  316  321 

MS  3117  312  317  322 
SOS  MS  313  3 1H  323 
3114  309  .114  319  324 

305  310  sir.  320  32.1 


4111  400  411  416  421 
1(12  107  412  41"  122 
411:1  Ins  413  418  423 
401  409  414  419  424 
4109  490  415  420  42". 


26  31  SO  II  40 

27  32  37  42  47 
2S  33  38  43  48 
29  34  39  44  49 
50  35  411  45  50 


120  131  131".  141  146 

127  132  137  142  147 

128  133  138  143  148 

129  134  139  144  149 

130  135  140  145  ISO 


226  231  236  21 1  246 

227  232  2.17  2  12  217 

228  233  238  243  218 

229  234  239  244  219 
23M  235  21"  245  150 


32li  331  336  341  346 

327  332  337  342  347 

328  333  338  343  348 

329  334  339  344  349 
331)  335  340  345  350 


426  431  436  441  446 

427  432  437  I  12  147 

428  433  438  443  448 

429  434  439  444  449 

430  435  410  445  150 


51  56  61  (56  71 

52  57  62  67  72 

53  58  63  68  73 

54  59  64  69  74 

55  60  65  70  75 


151  156  161  166  171 

152  157  162  167  172 

153  158  163  168  173 

154  159  164  169  174 

155  I  Ml  165  170  175 


251  256  261  266  271 

252  257  262  267  272 

253  258  263  268  273 

254  259  264  269  274 

255  2611  26".  270  275 


I.M   356    161   366    171 

352  357  362  31.7  372 

353  35H  363  3158  373 

354  359  364  369  374 

355  360  365  371)  375 


451  456  461  466  471 

452  457  162  467  472 

453  458  463  468  473 

454  459  464  469  474 

455  4641  465  470  475 


76  81  86  91  96 

77  82  87  92  97 

78  33  88  93  98 

79  84  89  94  99 

80  85  90  95  100 


176  161  186  191  196 

177  182  187  192  197 

178  183  188  193  198 

179  184  189  194  199 

180  185  190  195  300 


27ft  281  286  291  296 

277  182  287  292  397 

278  283  288  293  298 

279  284  289  294  299 

280  285  290  295  300 


376  381  386  391  396 

377  382  387  392  397 

378  383  388  393  398 

379  384  389  394  399 

380  385  3911  395  4110 


476  481  486  491  496 

477  482  487  492  497 

478  483  488  493  498 

479  484  489  494  499 

480  485  491)  495  500 


K  Which  of  the  IbUowtBg  types  of  software  do  you  plan  16.  purchase  for  your  Amiga? 

□  1,  Education  D  5.  Home  Management  0    9.  Entertainment 

□  2  Word  Processing  □  6.  Business  D  10.  Other  (Please  Specify). 
D  3.  Utilities                                               □  7.  Stock  Market  Analysis 

D  4-  Database  O  8  Tax  Preparation 

G,  What  is  your  age? 
□  I. Under  18 
D  2.  18-24 

H.  What  is  your  education  leve 
Q  I.  Grade  School 
0  %  High  SelitK.I 


□  3.  35-34 
D  4.  35- 49 


□  3  Attended  College 
C  4.  Graduated  College 


1.  What  is  .flu.  annual  household  income? 
O  1.  Less  than  115.000  □  4.  $35-»29.999 

D  2. 115-J 1  9.999  n  5. 130-J34.999 

Q  3.  J20-J24.999  D  6.  t35-M9.999 


J.  What  is  sous  {.ccupaljon? 

□  1.  Engineer/Scientist 

□  2.  Middle  Management 
D  3.  Professional 


H  4  Top  Management 
D  5  Technician 
i    Retired 


□  5-  50-64 
D  6.  Oser  05 


D  5.  Some  Graduate  School 
n  6  Post  Graduate  School 


D  T.J50-P4.999 
D  8- !75-t*!,999 
D    9.  Over  $100,000 


D  7.  Student 
O  8.  Sales 
□  9.  Secretary 


K-  Is  this  your  copy  of  AmigaWorld? 

D  I .  Yes  □  2.  No 

I-  IT  you  are  not  a  subscriber,  please  circle  499 

M.  If  vou  would  like  a  one  year  subscription  n  AmigaWorld  (Si*  Issues),  please  circle  500  on  the  Reader  Service  Card. 

Lath  subscription  costs  114  97 

(Canada  1  Menieo  $17  97.  Foreign  Surface  (34.97,  one  sear  onlyl.  Please  allots  10-12  weeks  for  delivery. 


September/October  1985 


4/yiUdmi  Reader  Service 

73k  EH         •    This  card  valid  until  November  30, 1985. 


OMr. 

C  Mrs.  Name. 


.  Title . 


□  Ms.   Address . 
City 


.State. 


.Zip. 


Telephone  (       ) . 


CIRCLE  NUMBERS  FOR  MORE  INFORMATION 

1   6  11  16  21 

26  31  36  41  46 

51  56  61  66  71 

76  61  86  91   96 

2   7  12  17  42 

27  32  37  42  47 

52  57  62  67  72 

77  82  87  92   97 

3   8  13  18  23 

28  33  38  43  48 

53  58  63  68  73 

78  83  88  93   98 

4   9  14  19  24 

29  34  39  44  49 

54  59  64  69  74 

79  84  89  94   99 

5  10  15  20  25 

30  35  40  45  50 

55  60  65  70  75 

80  85  90  95  100 

101  106  III  116  121 

126  131  136  141  146 

151  156  161  166  171 

176  181  186  191  196 

182  107  112  117  122 

127  132  137  142  147 

152  157  162  167  172 

177  182  187  192  197 

103  108  113  118  123 

128  133  138  143  148 

153  158  163  168  173 

178  183  188  193  198 

104  109  114  119  124 

129  134  139  144  149 

154  159  164  169  174 

179  184  189  194  199 

105  110  115  120  125 

130  135  140  145  150 

155  160  165  170  175 

180  185  190  195  200 

21)1  206  211  216  221 

226  231  236  241  246 

251  256  261  266  271 

276  281  286  291  296 

202  2117  212  217  222 

227  232  237  242  247 

252  257  362  267  272 

277  282  287  292  297 

203  2118  213  218  223 

228  233  238  243  248 

253  258  263  268  273 

278  283  288  293  298 

204  309  214  219  224 

229  234  239  244  249 

25  i  259  264  269  27  1 

279  284  289  294  299 

2i>5  210  215  22(1  225 

230  235  2411  245  2511 

2:,-.  260  2i,-  27!,i  27.'i 

280  285  290  295  318) 

301  306  311  316  321 

326  331  336  341  346 

351  356  361  366  371 

376  381  386  391  396 

302  307  312  317  322 

327  332  337  342  347 

352  357  362  367  372 

377  382  387  392  397 

303  308  313  318  323 

328  333  338  .343  348 

353  358  363  368  373 

378  383  388  393  398 

304  309  314  319  324 

339  334  339  344  349 

354  359  364  369  374 

379  384  389  394  399 

305  310  315  32(1  325 

330  335  340  345  350 

355  364)  365  3711  375 

380  385  390  395  400 

401  406  411  41ft  421 

426  431  436  441  446 

451  456  461  466  471 

476  481  486  491  496 

402  407  412  417  122 

427  432  437  442  447 

452  457  462  467  472 

477  482  487  492  497 

4113  408  413  418  423 

428  433  438  443  448 

453  458  463  468  473 

478  463  488  493  498 

4144  409  414  419  424 

429  434  439  444  449 

454  459  464  469  474 

479  484  489  494  499 

495  410  415  420  425 

430  435  440  445  4511 

455  460  465  470  475 

480  485  490  495  500 

A  Do  you  own  an  Amiga  computer? 

C  I.  Ye*  D  I.  No 

B.  Do  you  intend  lo  purchase  one? 

□  l.Vei  D2.Na  DS.  Maybe 

C.  What  miiTToectrriputeri  do  vou  currently  own? 

□  1.  Commodore  D  4.  IBM 
U  2.  Radio  Stuck  D  5.  Atari 

□  3.  Apple 


tl.Wh.il  primary  application  . 
Q  J.  WoTd  Pti n:eii.ii rg 
D  2.  Home  Application! 

□  5.  Graphics 

□  4.  MuMc 


t  you  using  youi  murocompulct  for? 
D  1.  Communication! 
D  6,  Develop  Applications 
D  7.  Develop  Programs 
D  H  Database  Management 


□  6-  Other  (Please  Specify) . 
n  7.  None 


O  9.  Education 

□  10.  Business 

D  II.  Entertainment 

D  12,  Other  (Please  Specify). 


E-  What  topics  would  you  like  to  see  Covered  in  future 
D  1.  Graphics 
G  2.  Operating  Svstem 
G  3.  Huiinoi  A.ppti<.alitm» 
G  4.Tclecornmuiikatioft* 
G  5  Educational  Applkatiunt 


□    -6.  Product  Review 

G    7.  Programming  Languages 

D    M  Programming  Techniquei 

O    '1  Music  and  Sound 

0  If).  Word  Proce».yu,si 


of  AmigaWoTld?  (Please  check  all  that  apply.) 


G  I  I.Daiaha*e* 

G  12.  Industry  Profiles  and  News 

O  1 3.  Olheii  (Pleas*  Specify) 


V-  Which  of  the  fallowing  types  of  software  do  you  plan  to  purchase  for  your  Anugv 

..  I    E.d U ca.it in  D  5,  Home  Management  D    9.  Entertainment 

D  2- Word  Proeesiing  D  6.  Business  O  10- Other  (Pleas*  Specify)  _ 

~  3.  Utilities  D  7.  Stock  Market  Analysts 

G  4.  Database  O  *-  Taa  Preparation 


C  What  it  your  age? 
G  1.  Under  IH 
G  2.  18-24 

II.  What  is  >our  edui  Jlion  level: 
G  1.  Grade  School 
G  2:  High  School 

I  What  n  vour  annual  household 
D  LL«*ihaiit]&.(iWJ 
□  2.  IIS-J19.9W 
G  3.  $Z0-(1H,7>y.l 


J.  What  i*  your  occupation5 
Q  i.Engineerfiicientist 
O  ...  Middle  Management 
G  5.  Profesiional 


Q  3.  H3-3* 
□  A  33-4,9 


LJ  3  Attended  College 
D  4.  Graduated  College 


D  5.  $30-134 ,099 
□  6.I3&-J4.9.999 


G  4.  Top  Management 
P  3  Technician 
G  B.  Re. i red 


n  5.  50-64 
G  6.  Over  63 


G  5.  Some  Ciraduate  School 
G  6.  Post  Graduate  School 


G  7$30-J74h!>M 
D  a.*73-J99.y99 
U    9.t)ver$L00,00o 


3  7.  Student 

D  8.  Sales 

G  9.  SecTeiary 


K,  h  this.  Vi 'ur  f'.'py  of  AnTLgaWnrld? 

G  l.Ves  G  2.  No 

L.  11  you  j  if-  ni>.  a  .u1->.  nhrr.  please  circle  490. 

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(Canada  ic  Menieo  %  17  97,  Foreign  Surface  |34  97.  one  jear  only).  Please  allow  10- 12  weeks  for  delivery. 


September/October  1985 


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graphics  software  they  came  to  Island  Graphics 


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